if live_call() return global.live_result; var battle_box = obj_dialogue_box_battle_transformation_any var ball_offset = 30 var bomb = noone switch attack_tick { case 30: var ball = instance_create_depth((battle_box.bbox_left - 10), (battle_box.bbox_top - 10), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno) ball.alarm[0] = 30 ball.direction = 315 break case 60: ball = instance_create_depth((battle_box.bbox_right + 10), (battle_box.bbox_top - 10), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno) ball.alarm[0] = 30 ball.direction = 225 break case 125: bomb = instance_create_depth((battle_box.bbox_left - 30), battle_box.y, -100, obj_battle_enemy_attack_axis_bomb_geno) break case 160: ball = instance_create_depth((battle_box.bbox_right + 20), battle_box.y, -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno) ball.alarm[0] = 60 ball.direction = 180 break case 180: ball = instance_create_depth((battle_box.x + 30), (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno) ball.alarm[0] = 60 ball.direction = 225 ball = instance_create_depth((battle_box.x + 30), (battle_box.bbox_bottom + 20), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno) ball.alarm[0] = 60 ball.direction = 135 break case 215: bomb = instance_create_depth(battle_box.x, (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_bomb_geno) break case 280: instance_destroy() break } if (bomb != noone) { if (bomb.x < battle_box.bbox_left) bomb.gravity_direction = 0 if (bomb.x > battle_box.bbox_right) bomb.gravity_direction = 180 if (bomb.y > battle_box.bbox_bottom) bomb.gravity_direction = 90 if (bomb.y < battle_box.bbox_top) bomb.gravity_direction = 270 } attack_tick += 1