if live_call() return global.live_result; trail_cc_current = trail_cc_start target_speed = spin_angle_speed x_destination = obj_heart_battle_fighting_parent.x y_destination = obj_heart_battle_fighting_parent.y angle_destination = point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y) target_direction = 1 spawner_id.x_store = x_destination spawner_id.y_store = y_destination spawner_id.angle_store = angle_destination global.id_store = id var target = instance_create_depth(x_destination, y_destination, -100, obj_battle_enemy_attack_martlet_feather_circle_final_target_1_axis) target.image_angle = angle_destination id_target = global.id_store state = 2 switch sprite_index { case spr_battle_enemy_attack_martlet_feather_1: var sound = audio_play_sound(snd_mart_feather_atk3, 20, 0) break case 2274: case 2275: sound = audio_play_sound(snd_mart_feather_atk1, 20, 0) break case 2276: case 2278: sound = audio_play_sound(snd_mart_feather_atk2, 20, 0) break default: sound = audio_play_sound(snd_mart_feather_atk1, 20, 0) } audio_sound_gain(sound, 0.2, 0)