if live_call() return global.live_result; var battle_box = obj_dialogue_box_battle_transformation_any var ball_offset = 30 switch attack_tick { case 30: var ball = instance_create_depth(battle_box.x, (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse) ball.image_index = 0 break case 70: ball = instance_create_depth((battle_box.bbox_right + 20), battle_box.y, -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse) ball.image_index = ball.image_number * 0.25 break case 110: ball = instance_create_depth(battle_box.x, (battle_box.bbox_bottom + 20), -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse) ball.image_index = ball.image_number * 0.5 break case 150: ball = instance_create_depth((battle_box.bbox_left - 20), battle_box.y, -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse) ball.image_index = ball.image_number * 0.75 break case 220: instance_destroy() break } attack_tick += 1