if (live_call()) return global.live_result; var battle_box = 3154; 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: var 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: var 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: var 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;