if live_call() return global.live_result; if instance_exists(obj_battle_enemy_attack_bullet_residue) instance_destroy(obj_battle_enemy_attack_bullet_residue) switch attack_tick { case 10: alarm[0] = 1 break case 20: alarm[0] = 1 break case 98: instance_create(320, 320, obj_battle_enemy_attack_ceroba_beam_vertical) break case 100: spawn_dist = 140 alarm[0] = 1 break case 115: with (instance_create_depth(320, (room_height + 60), -200, obj_battle_enemy_attack_ceroba_jumping_flower)) ring_object = 2725 break case 125: alarm[0] = 1 break case 145: with (instance_create_depth(240, (room_height + 60), -200, obj_battle_enemy_attack_ceroba_jumping_flower)) ring_object = 2725 break case 165: with (instance_create_depth(400, (room_height + 60), -200, obj_battle_enemy_attack_ceroba_jumping_flower)) ring_object = 2727 break case 285: instance_destroy() break } attack_tick++