if (live_call()) return global.live_result; var battle_box = 3154; switch (attack_tick) { case 30: case 70: case 110: var snake_spawn_y; do snake_spawn_y = choose(battle_box.bbox_top + 20, battle_box.y, battle_box.bbox_bottom - 20); until (snake_spawn_y != snake_spawn_last); var snake = instance_create_depth(choose(battle_box.bbox_left - 40, battle_box.bbox_right + 40), snake_spawn_y, -50, obj_battle_enemy_attack_slither_snake_snake); if (snake.x < battle_box.x) { snake.direction = 0; } else { snake.image_yscale = -1; snake.direction = 180; } snake.image_angle = snake.direction; snake.speed = 5; snake_spawn_last = snake_spawn_y; break; case 150: case 190: case 230: var snake_spawn_x; do snake_spawn_x = choose(battle_box.bbox_left + 20, battle_box.x, battle_box.bbox_right - 20); until (snake_spawn_x != snake_spawn_last); var snake = instance_create_depth(snake_spawn_x, choose(battle_box.bbox_top - 40, battle_box.bbox_bottom + 40), -50, obj_battle_enemy_attack_slither_snake_snake); if (snake.y < battle_box.y) snake.direction = 270; else snake.direction = 90; snake.image_angle = snake.direction; snake.speed = 5; snake_spawn_last = snake_spawn_x; break; case 270: instance_destroy(); break; } attack_tick += 1;