| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var attack_offset = 50; |
| 4 |
var soul = 2979; |
| 5 |
var spawn_dir = random_range(0, 360); |
| 6 |
var bullet_count = 12; |
| 7 |
var bullet_dist = 40; |
| 8 |
var active_bullet = irandom_range(0, bullet_count - 1) * bullet_count; |
| 9 |
var i = 0; |
| 10 |
while (i <= 360) |
| 11 |
{ |
| 12 |
var xx = soul.x + lengthdir_x(bullet_dist, spawn_dir + i); |
| 13 |
var yy = soul.y + lengthdir_y(bullet_dist, spawn_dir + i); |
| 14 |
var bullet = instance_create_depth(xx, yy, -300, obj_flowey_1_attack_surround_pellet); |
| 15 |
bullet.alarm[0] = i / bullet_count; |
| 16 |
bullet.alarm[1] = 40; |
| 17 |
bullet.direction = point_direction(soul.x, soul.y, bullet.x, bullet.y); |
| 18 |
bullet.bullet_dist = bullet_dist; |
| 19 |
i += (360 / bullet_count); |
| 20 |
} |
| 21 |
alarm[1] = attack_offset;gml_Object_obj_flowey_1_attack_surround_pellets_creator_Alarm_1.gmlif (live_call())
return global.live_result;
var attack_offset = 50;
var soul = 2979;
var spawn_dir = random_range(0, 360);
var bullet_count = 12;
var bullet_dist = 40;
var active_bullet = irandom_range(0, bullet_count - 1) * bullet_count;
var i = 0;
while (i <= 360)
{
var xx = soul.x + lengthdir_x(bullet_dist, spawn_dir + i);
var yy = soul.y + lengthdir_y(bullet_dist, spawn_dir + i);
var bullet = instance_create_depth(xx, yy, -300, obj_flowey_1_attack_surround_pellet);
bullet.alarm[0] = i / bullet_count;
bullet.alarm[1] = 40;
bullet.direction = point_direction(soul.x, soul.y, bullet.x, bullet.y);
bullet.bullet_dist = bullet_dist;
i += (360 / bullet_count);
}
alarm[1] = attack_offset; |