if live_call() return global.live_result; if (!instance_exists(obj_dialogue_box_battle_transformation_any)) { instance_destroy() return; } var battle_box = obj_dialogue_box_battle_transformation_any if (aim > 0) { direction += ((angle_difference(point_direction(x, y, target_x, target_y), direction)) * turn_rate) aim-- } if ((y + 23) >= battle_box.bbox_bottom && destroy_on_contact == true) { scr_screenshake_battle(8, 2) instance_create_depth(x, (battle_box.bbox_bottom - 4), -100, obj_battle_enemy_attack_bullet_impact) var deg_dec = 26 for (var i = 155; i > 0; i -= deg_dec) { var residue = instance_create_depth(x, (battle_box.bbox_bottom - 4), -100, obj_battle_enemy_attack_bullet_residue) residue.speed = 5 residue.direction = i } instance_destroy() }