if live_call() return global.live_result; bomb_side = choose(1, 2, 3, 4) var bomb_offset = 90 switch bomb_side { case 1: var bomb = instance_create_depth((battle_box.x - 100), choose((battle_box.y - bomb_offset), (battle_box.y + bomb_offset)), -100, obj_battle_enemy_attack_axis_bomb_2) bomb.gravity_direction = 180 bomb.direction = 0 break case 2: bomb = instance_create_depth(choose((battle_box.x - bomb_offset), (battle_box.x + bomb_offset)), (battle_box.y - 100), -100, obj_battle_enemy_attack_axis_bomb_2) bomb.gravity_direction = 90 bomb.direction = 270 break case 3: bomb = instance_create_depth((battle_box.x + 100), choose((battle_box.y - bomb_offset), (battle_box.y + bomb_offset)), -100, obj_battle_enemy_attack_axis_bomb_2) bomb.gravity_direction = 0 bomb.direction = 180 break case 4: bomb = instance_create_depth(choose((battle_box.x - bomb_offset), (battle_box.x + bomb_offset)), (battle_box.y + 100), -100, obj_battle_enemy_attack_axis_bomb_2) bomb.gravity_direction = 270 bomb.direction = 90 break } bomb.image_angle = bomb.direction - 90 alarm[0] = attack_interval