if live_call() return global.live_result; if destroy_self { var new_item = instance_create_depth(x, y, depth, obj_factory_02_item_destroy) new_item.sprite_index = sprite_index instance_destroy() return; } if (y < target_y) y += 1 else if (!alarm[0]) alarm[0] = 15 x = xstart + (irandom_range(-2, 2))