var counter_timer_max = 0 var player_soul = 2979 var box = obj_dialogue_box_battle_transformation_any var gun_top_y = box.y - 25 var gun_mid_y = box.y var gun_bot_y = box.y + 25 var gun_left_x = box.bbox_left - 60 var gun_right_x = box.bbox_right + 60 var dynamite_left_x = box.bbox_left + 40 var dynamite_mid_x = box.x var dynamite_right_x = box.bbox_right - 40 var dynamite_y = box.bbox_top - 20 switch counter_current { case 0: instance_create(dynamite_mid_x, dynamite_y, obj_battle_enemy_attack_starlo_dynamite_vertical) counter_current++ break case 1: counter_timer_max = 67.5 break case 2: instance_create(gun_left_x, gun_top_y, obj_battle_enemy_attack_starlo_guns_horizontal_gun) counter_current++ break case 3: counter_timer_max = 20 break case 4: instance_create(dynamite_left_x, dynamite_y, obj_battle_enemy_attack_starlo_dynamite_vertical) counter_current++ break case 5: counter_timer_max = 24 break case 6: instance_create(dynamite_right_x, dynamite_y, obj_battle_enemy_attack_starlo_dynamite_vertical) counter_current++ case 7: counter_timer_max = 67.5 break case 8: instance_create(gun_left_x, gun_bot_y, obj_battle_enemy_attack_starlo_guns_horizontal_gun) instance_create(gun_right_x, gun_top_y, obj_battle_enemy_attack_starlo_guns_horizontal_gun) counter_current++ break case 9: counter_timer_max = 60 break case 10: instance_destroy() break } if (counter_timer_max == 0) return; if (counter_timer < counter_timer_max) counter_timer++ else { counter_timer = 0 counter_current += 1 }