if live_call() return global.live_result; var attack_offset = 42 var box = obj_dialogue_box_battle_transformation_any var side = choose(1, 2, 3, 4) var x_offset = 0 var y_offset = 0 switch side { case 1: x_offset = -160 y_offset = 0 break case 2: x_offset = 0 y_offset = -160 break case 3: x_offset = 160 y_offset = 0 break case 4: x_offset = 0 y_offset = 160 break } instance_create_depth((box.x + x_offset), (box.y + y_offset), -300, obj_flowey_1_attack_pellet_circle_spawner) alarm[1] = attack_offset