if live_call() return global.live_result; var battle_box = obj_dialogue_box_battle_transformation_any var list_pos = irandom_range(0, (ds_list_size(bullet_list) - 1)) var bul_spawn = ds_list_find_value(bullet_list, list_pos) ds_list_delete(bullet_list, list_pos) switch bul_spawn { case "middle": var bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1) bullet.attack_delay = 1 with (bullet) { target_x = battle_box.x target_y = 500 turn_rate = 0 } break case "left": bullet = instance_create_depth((battle_box.x + spawn_dist), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1) bullet.attack_delay = 1 with (bullet) { target_x = battle_box.bbox_left - 50 target_y = 200 turn_rate = 0.07 } break case "right": bullet = instance_create_depth((battle_box.x - spawn_dist), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1) bullet.image_xscale = -1 bullet.attack_delay = 1 with (bullet) { target_x = battle_box.bbox_right + 50 target_y = 200 turn_rate = 0.07 } break } if (ds_list_size(bullet_list) > 0) { } else if (wave_number > 0) { ds_list_add(bullet_list, "left", "right") wave_number -= 1 } else alarm[1] = 180