26 |
alarm[0] = attack_delay + variation;gml_Object_obj_flowey_battle_lowpoly_spawner_vspikes_Alarm_0.gmlif (live_call())
return global.live_result;
var variation = choose(1, 2, 3);
switch (variation)
{
case 1:
instance_create_depth(180, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
instance_create_depth(240, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
instance_create_depth(400, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
instance_create_depth(460, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
break;
case 2:
instance_create_depth(240, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
instance_create_depth(400, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
instance_create_depth(320, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
break;
case 3:
instance_create_depth(180, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
instance_create_depth(240, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
instance_create_depth(320, -140, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
instance_create_depth(400, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
instance_create_depth(460, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
break;
}
variation = irandom_range(-40, 40);
alarm[0] = attack_delay + variation; |