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: bomb = instance_create_depth(battle_box.x, (battle_box.bbox_top - 30), -100, obj_battle_enemy_attack_axis_bomb_geno) break case 70: var laser = instance_create_depth(battle_box.x, (battle_box.bbox_bottom + 20), -100, obj_battle_enemy_attack_axis_blue_laser_geno) laser.vspeed = -3 break case 100: laser = instance_create_depth((battle_box.bbox_left - 20), battle_box.y, -100, obj_battle_enemy_attack_axis_orange_laser_geno) laser.hspeed = 3 laser.image_angle = 90 break case 110: laser = instance_create_depth(battle_box.x, (battle_box.bbox_bottom + 20), -100, obj_battle_enemy_attack_axis_blue_laser_geno) laser.vspeed = -3 break case 140: bomb = instance_create_depth((battle_box.bbox_right + 20), (battle_box.y - 30), -100, obj_battle_enemy_attack_axis_bomb_geno) break case 160: laser = instance_create_depth((battle_box.bbox_left - 20), battle_box.y, -100, obj_battle_enemy_attack_axis_blue_laser_geno) laser.hspeed = 3 laser.image_angle = 90 break case 190: bomb = instance_create_depth((battle_box.bbox_left - 20), (battle_box.y + 30), -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