if (live_call()) return global.live_result; var battle_box = 3154; var ball_offset = 30; var bomb = -4; 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: var 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: var 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: var 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 != -4) { 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;