| 1 | 
        function scr_enemy_attack_insomnitot_sheep_starsscr_enemy_attack_insomnitot_sheep_starsfunction  scr_enemy_attack_insomnitot_sheep_stars()
{
    var distance_factor = 24;
    var random_direction = irandom_range(0, 1);
    if (random_direction == 0)
    {
        instance_create(obj_dialogue_box_battle_transformation_any.bbox_left - 70, obj_dialogue_box_battle_transformation_any.bbox_bottom - 5, obj_battle_enemy_attack_insomnitot_fence);
        for (i = 0; i <= 5; i += 1)
            instance_create(obj_dialogue_box_battle_transformation_any.bbox_right + 10 + (distance_factor * i), obj_dialogue_box_battle_transformation_any.bbox_bottom - 5, obj_battle_enemy_attack_insomnitot_sheep);
        with (obj_battle_enemy_attack_insomnitot_fence)
            attack_direction = 1;
        with (obj_battle_enemy_attack_insomnitot_sheep)
            attack_direction = -1;
    }
    else if (random_direction == 1)
    {
        instance_create(obj_dialogue_box_battle_transformation_any.bbox_right + 70, obj_dialogue_box_battle_transformation_any.bbox_bottom - 5, obj_battle_enemy_attack_insomnitot_fence);
        for (i = 0; i <= 5; i += 1)
            instance_create(obj_dialogue_box_battle_transformation_any.bbox_left - 10 - (distance_factor * i), obj_dialogue_box_battle_transformation_any.bbox_bottom - 5, obj_battle_enemy_attack_insomnitot_sheep);
        with (obj_battle_enemy_attack_insomnitot_fence)
            attack_direction = -1;
        with (obj_battle_enemy_attack_insomnitot_sheep)
            attack_direction = 1;
    }
}  ()  | 
    
    
    
        | 2 | 
        { | 
    
    
    
        | 3 | 
            var distance_factor = 24;  | 
    
    
    
        | 4 | 
            var random_direction = irandom_range(0, 1);  | 
    
    
    
        | 5 | 
            if (random_direction == 0)  | 
    
    
    
        | 6 | 
            { | 
    
    
    
        | 7 | 
                instance_create(obj_dialogue_box_battle_transformation_any.bbox_left - 70, obj_dialogue_box_battle_transformation_any.bbox_bottom - 5, obj_battle_enemy_attack_insomnitot_fence);  | 
    
    
    
        | 8 | 
                for (i = 0; i <= 5; i += 1)  | 
    
    
    
        | 9 | 
                    instance_create(obj_dialogue_box_battle_transformation_any.bbox_right + 10 + (distance_factor * i), obj_dialogue_box_battle_transformation_any.bbox_bottom - 5, obj_battle_enemy_attack_insomnitot_sheep);  | 
    
    
    
        | 10 | 
                with (obj_battle_enemy_attack_insomnitot_fence)  | 
    
    
    
        | 11 | 
                    attack_direction = 1;  | 
    
    
    
        | 12 | 
                with (obj_battle_enemy_attack_insomnitot_sheep)  | 
    
    
    
        | 13 | 
                    attack_direction = -1;  | 
    
    
    
        | 14 | 
            }  | 
    
    
    
        | 15 | 
            else if (random_direction == 1)  | 
    
    
    
        | 16 | 
            { | 
    
    
    
        | 17 | 
                instance_create(obj_dialogue_box_battle_transformation_any.bbox_right + 70, obj_dialogue_box_battle_transformation_any.bbox_bottom - 5, obj_battle_enemy_attack_insomnitot_fence);  | 
    
    
    
        | 18 | 
                for (i = 0; i <= 5; i += 1)  | 
    
    
    
        | 19 | 
                    instance_create(obj_dialogue_box_battle_transformation_any.bbox_left - 10 - (distance_factor * i), obj_dialogue_box_battle_transformation_any.bbox_bottom - 5, obj_battle_enemy_attack_insomnitot_sheep);  | 
    
    
    
        | 20 | 
                with (obj_battle_enemy_attack_insomnitot_fence)  | 
    
    
    
        | 21 | 
                    attack_direction = -1;  | 
    
    
    
        | 22 | 
                with (obj_battle_enemy_attack_insomnitot_sheep)  | 
    
    
    
        | 23 | 
                    attack_direction = 1;  | 
    
    
    
        | 24 | 
            }  | 
    
    
    
        | 25 | 
        }  |