if live_call() return global.live_result; var attack_offset = 50 var soul = obj_heart_battle_fighting_parent var spawn_dir = random_range(0, 360) var bullet_count = 12 var bullet_dist = 40 var active_bullet = (irandom_range(0, (bullet_count - 1))) * bullet_count for (var i = 0; i <= 360; i += (360 / bullet_count)) { var xx = soul.x + (lengthdir_x(bullet_dist, (spawn_dir + i))) var yy = soul.y + (lengthdir_y(bullet_dist, (spawn_dir + i))) var bullet = instance_create_depth(xx, yy, -300, obj_flowey_1_attack_surround_pellet) bullet.alarm[0] = i / bullet_count bullet.alarm[1] = 40 bullet.direction = point_direction(soul.x, soul.y, bullet.x, bullet.y) bullet.bullet_dist = bullet_dist } alarm[1] = attack_offset