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gml_Object_obj_battle_enemy_attack_el_bailador_dance_Create_0

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state = 0
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default_x = x
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default_xscale = 1
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default_yscale = 1
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id_el_bailador = obj_el_bailador_neutral
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global.id_store = id
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with (id_el_bailador)
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{
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    image_alpha = 0
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    time_elapsed = 0
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    sign_modifier = 1
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    id_el_bailador_dance = global.id_store
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}
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direction_x = choose(-1, 1)
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if (direction_x == -1)
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{
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    var random_pose = irandom_range(0, 1)
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    switch random_pose
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    {
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        case 0:
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            sprite_index = spr_el_bailador_pose_left_1
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            image_speed_dance = (1/3)
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            break
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        case 1:
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            sprite_index = spr_el_bailador_pose_left_2
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            image_speed_dance = (1/3)
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            break
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        default:
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            sprite_index = spr_el_bailador_pose_left_1
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            image_speed_dance = (1/3)
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            break
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    }
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}
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if (direction_x == 1)
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{
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    random_pose = irandom_range(0, 2)
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    switch random_pose
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    {
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        case 0:
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            sprite_index = spr_el_bailador_pose_right_1
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            image_speed_dance = (1/3)
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            break
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        case 1:
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            sprite_index = spr_el_bailador_pose_right_2
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            image_speed_dance = (1/3)
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            break
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        case 2:
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            sprite_index = spr_el_bailador_pose_right_3
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            image_speed_dance = (1/3)
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            break
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        default:
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            sprite_index = spr_el_bailador_pose_right_1
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            image_speed_dance = (1/3)
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            break
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    }
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}
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image_speed = image_speed_dance
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image_index = 0
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image_xscale = 1
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image_yscale = 1
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sign_modifier_move = direction_x
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time_elapsed_move = 0
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time_max_move = 30
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time_increase_move = 1
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max_rise_move = 150
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time_max_dance = 20
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sign_modifier = 1
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time_elapsed = 0
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time_max = time_max_dance
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time_increase = 1
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max_rise = 0.025
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max_rise_ext = 0.02
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time_max_default = time_max