if live_call() return global.live_result; var battle_box = obj_dialogue_box_battle_transformation_any var ball_offset = 30 switch attack_tick { case 20: case 70: case 120: var laser = instance_create_depth(battle_box.x, (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_blue_laser_geno) laser.vspeed = 2 var laser2 = instance_create_depth((battle_box.bbox_right + 20), battle_box.y, -100, obj_battle_enemy_attack_axis_orange_laser_geno) laser2.image_angle = 90 laser2.hspeed = -2 break case 170: case 220: case 270: laser = instance_create_depth(battle_box.x, (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_orange_laser_geno) laser.vspeed = 2 laser2 = instance_create_depth((battle_box.bbox_right + 20), battle_box.y, -100, obj_battle_enemy_attack_axis_blue_laser_geno) laser2.image_angle = 90 laser2.hspeed = -2 break case 30: var dif = (battle_box.bbox_bottom - 20 - (battle_box.bbox_top + 20)) / 2 for (var i = battle_box.bbox_top + 20; i <= (battle_box.bbox_bottom - 20); i += dif) { var ball = instance_create_depth((battle_box.bbox_left - 20), i, -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno) ball.direction = 0 ball.alarm[0] = 30 ball.move_speed = 3 } break case 140: dif = (battle_box.bbox_right - 20 - (battle_box.bbox_left + 20)) / 2 for (i = battle_box.bbox_left + 20; i <= (battle_box.bbox_right - 20); i += dif) { ball = instance_create_depth(i, (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno) ball.direction = 270 ball.alarm[0] = 30 ball.move_speed = 3 } break case 310: instance_destroy() break } attack_tick += 1