| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
scene = 0; |
| 4 |
cutscene_timer = 0; |
| 5 |
var xx = obj_heart_battle_fighting_parent.x; |
| 6 |
var yy = obj_heart_battle_fighting_parent.y; |
| 7 |
var dir_mult = 360/7; |
| 8 |
for (var i = 0; i < 7; i++) |
| 9 |
{ |
| 10 |
var spawn_dir = i * dir_mult; |
| 11 |
var spawn_x = xx + lengthdir_x(100, spawn_dir); |
| 12 |
var spawn_y = yy + lengthdir_y(100, spawn_dir); |
| 13 |
var bul = instance_create_depth(spawn_x, spawn_y, -100, obj_flowey_battle_phase_2_gray_pellet); |
| 14 |
bul.direction = point_direction(bul.x, bul.y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y); |
| 15 |
bul.image_alpha = 0 - (i * 0.1); |
| 16 |
bul.speed = 0; |
| 17 |
bul.alarm[0] = 45; |
| 18 |
} |