if live_call() return global.live_result; var variation = choose(1, 2, 3) switch variation { case 1: instance_create_depth(180, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(240, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(400, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(460, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) break case 2: instance_create_depth(240, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(400, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(320, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) break case 3: instance_create_depth(180, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(240, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(320, -140, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(400, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(460, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) break } variation = irandom_range(-40, 40) alarm[0] = attack_delay + variation