if (live_call()) return global.live_result; var battle_box = 3154; 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: var laser = instance_create_depth(battle_box.x, battle_box.bbox_top - 20, -100, obj_battle_enemy_attack_axis_orange_laser_geno); laser.vspeed = 2; var 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; var i = battle_box.bbox_top + 20; while (i <= (battle_box.bbox_bottom - 20)) { 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; i += dif; } break; case 140: var dif = (battle_box.bbox_right - 20 - (battle_box.bbox_left + 20)) / 2; var i = battle_box.bbox_left + 20; while (i <= (battle_box.bbox_right - 20)) { var 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; i += dif; } break; case 310: instance_destroy(); break; } attack_tick += 1;