if live_call() return global.live_result; var random_item = obj_battle_enemy_attack_martlet_wing_gust_final_object var spawn_depth = -100 spawn_count++ if (spawn_count > spawn_count_max) { spawn_count = 0 random_item = obj_battle_enemy_attack_martlet_wind_gust_final_boulder spawn_depth = -101 } var random_number = irandom_range(0, 1) if (obj_heart_battle_fighting_parent.idle_hsp_count > 0) instance_create_depth(obj_heart_battle_fighting_parent.x, (obj_dialogue_box_battle_transformation_any.bbox_top - 10), spawn_depth, random_item) else instance_create_depth((obj_heart_battle_fighting_parent.x + global.speed_self * 4 * obj_heart_battle_fighting_parent.last_hsp), (obj_dialogue_box_battle_transformation_any.bbox_top - 10), spawn_depth, random_item)