var fcreate_x = x_center + feather_angle_radius * cos(degtorad(feather_angle_master)) var fcreate_y = y_center - feather_angle_radius * sin(degtorad(feather_angle_master)) instance_create(fcreate_x, fcreate_y, obj_battle_enemy_attack_martlet_ff_1_feather) id_feather[feather_count] = global.id_store with (id_feather[feather_count]) { sprite_index = obj_battle_enemy_attack_martlet_ff_1_checker.feather_sprite image_index = 0 image_speed = 0 image_alpha = 0 image_angle = obj_battle_enemy_attack_martlet_ff_1_checker.feather_angle_master trail_sprite = sprite_index spin_default_x = x spin_default_y = y spin_direction = obj_battle_enemy_attack_martlet_ff_1_checker.feather_angle_master switch sprite_index { case spr_battle_enemy_attack_martlet_feather_1: case 2274: case 2275: audio_play_sound(snd_mart_spiral_attack_2, 20, 0) break case 2276: case 2278: audio_play_sound(snd_mart_spiral_attack_1, 20, 0) break default: audio_play_sound(snd_mart_spiral_attack_1, 20, 0) } } feather_angle_master += feather_angle_speed if (feather_angle_master >= 360) feather_angle_master -= 360 else if (feather_angle_master < 0) feather_angle_master += 360 feather_angle_total += abs(feather_angle_speed) feather_count += 1 if (feather_angle_total < feather_angle_total_max) alarm[0] = 8