if live_call() return global.live_result; if (image_alpha < 1) image_alpha += 0.2 if (image_alpha == 1 && floor(obj_martlet_final_base.image_index) >= 3 && floor(obj_martlet_final_base.image_index) <= 4 && (!can_fall)) can_fall = true if (!can_fall) return; vspeed += 1 if (vspeed > fall_speed) vspeed = fall_speed var box = 3154 if (y >= (box.bbox_bottom - 12)) { instance_destroy() var break_sound = audio_play_sound(snd_rock_break, 1, 0) audio_sound_gain(break_sound, 0.7, 0) for (var i = 0; i < 3; i++) { var debris = instance_create_depth(x, y, (depth - 1), obj_battle_enemy_attack_martlet_wind_gust_final_boulder_piece) debris.hspeed = -3 + i * 3 } }