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++;