1 |
var xx = battle_box.bbox_left + 4 + 11; |
2 |
var x_offset = 48; |
3 |
var yy = battle_box.bbox_bottom + 40; |
4 |
var puff_count = 3; |
5 |
var no_puff; |
6 |
do |
7 |
no_puff = irandom_range(0, puff_count - 1); |
8 |
until (no_puff != last_puff); |
9 |
last_puff = no_puff; |
10 |
for (var i = 0; i < puff_count; i++) |
11 |
{ |
12 |
if (i != no_puff) |
13 |
{ |
14 |
var steam = instance_create_depth(xx + (x_offset * i), yy, -100, obj_battle_enemy_attack_smoke_puff_axis); |
15 |
steam.speed_inc = steam.speed_max; |
16 |
} |
17 |
} |
18 |
alarm[0] = attack_interval;gml_Object_obj_battle_enemy_attack_steam_walls_spin_Alarm_0.gmlvar xx = battle_box.bbox_left + 4 + 11;
var x_offset = 48;
var yy = battle_box.bbox_bottom + 40;
var puff_count = 3;
var no_puff;
do
no_puff = irandom_range(0, puff_count - 1);
until (no_puff != last_puff);
last_puff = no_puff;
for (var i = 0; i < puff_count; i++)
{
if (i != no_puff)
{
var steam = instance_create_depth(xx + (x_offset * i), yy, -100, obj_battle_enemy_attack_smoke_puff_axis);
steam.speed_inc = steam.speed_max;
}
}
alarm[0] = attack_interval; |