if live_call() return global.live_result; var battle_box = obj_dialogue_box_battle_transformation_any for (var i = 0; i < 20; i++) { var bullet = instance_create_depth(irandom_range(bbox_left, bbox_right), irandom_range((battle_box.bbox_top - 10), (battle_box.bbox_top - 100)), -100, obj_battle_enemy_attack_asgore_warning_flame) bullet.vspeed = 12 } for (i = 0; i < 20; i++) { bullet = instance_create_depth(irandom_range(bbox_left, bbox_right), irandom_range((battle_box.bbox_bottom + 10), (battle_box.bbox_bottom + 100)), -100, obj_battle_enemy_attack_asgore_warning_flame) bullet.vspeed = -12 } audio_play_sound(snd_soul_gameover_hit_break, 1, 0) instance_destroy()