| 1 | 
        if (live_call())  | 
    
    
    
        | 2 | 
            return global.live_result;  | 
    
    
    
        | 3 | 
        var battle_box = 3154;  | 
    
    
    
        | 4 | 
        switch (round(attack_tick))  | 
    
    
    
        | 5 | 
        { | 
    
    
    
        | 6 | 
            case 30:  | 
    
    
    
        | 7 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 8 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 9 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 10 | 
                instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 11 | 
                break;  | 
    
    
    
        | 12 | 
            case 36:  | 
    
    
    
        | 13 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 14 | 
                break;  | 
    
    
    
        | 15 | 
            case 42:  | 
    
    
    
        | 16 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 17 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 18 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 19 | 
                instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 20 | 
                break;  | 
    
    
    
        | 21 | 
            case 60:  | 
    
    
    
        | 22 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 23 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 24 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 25 | 
                instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 26 | 
                break;  | 
    
    
    
        | 27 | 
            case 70:  | 
    
    
    
        | 28 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 29 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 30 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 31 | 
                instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 32 | 
                break;  | 
    
    
    
        | 33 | 
            case 80:  | 
    
    
    
        | 34 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 35 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 36 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 37 | 
                instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 38 | 
                break;  | 
    
    
    
        | 39 | 
            case 95:  | 
    
    
    
        | 40 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 41 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 42 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 43 | 
                instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 44 | 
                break;  | 
    
    
    
        | 45 | 
            case 110:  | 
    
    
    
        | 46 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 47 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 48 | 
                break;  | 
    
    
    
        | 49 | 
            case 118:  | 
    
    
    
        | 50 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 51 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 52 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 53 | 
                instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 54 | 
                break;  | 
    
    
    
        | 55 | 
            case 126:  | 
    
    
    
        | 56 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 57 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 58 | 
                break;  | 
    
    
    
        | 59 | 
            case 150:  | 
    
    
    
        | 60 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);  | 
    
    
    
        | 61 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);  | 
    
    
    
        | 62 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);  | 
    
    
    
        | 63 | 
                instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);  | 
    
    
    
        | 64 | 
                with (obj_martlet_attack_block_arrow)  | 
    
    
    
        | 65 | 
                    arrow_dir = 180;  | 
    
    
    
        | 66 | 
                break;  | 
    
    
    
        | 67 | 
            case 180:  | 
    
    
    
        | 68 | 
                scr_battle_box_resize_midfightscr_battle_box_resize_midfightfunction  scr_battle_box_resize_midfight()
{
    if (instance_exists(obj_dialogue_box_battle_transformation_any))
    {
        with (obj_dialogue_box_battle_transformation_any)
        {
            battle_box_resize_midfight = true;
            battle_box_target_xscale = argument[0] / sprite_get_width(sprite_index);
            battle_box_target_yscale = argument[1] / sprite_get_height(sprite_index);
            if (argument_count > 2)
            {
                battle_box_target_x = argument[2];
                battle_box_target_y = argument[3];
            }
            if (abs(image_xscale - battle_box_target_xscale) < 0.01 && abs(image_yscale - battle_box_target_yscale) < 0.01 && abs(x - battle_box_target_x) < 0.1 && abs(y - battle_box_target_y) < 0.1)
            {
                var box = 3154;
                global.attack_surface_width = box.sprite_width - 8;
                global.attack_surface_height = box.sprite_height - 8;
                global.attack_surface_x = box.x - (global.attack_surface_width * 0.5);
                global.attack_surface_y = box.y - (global.attack_surface_height * 0.5);
                if (surface_exists(global.attack_surface))
                    global.attack_surface = surface_create(global.attack_surface_width, global.attack_surface_height);
                return true;
            }
        }
    }
    else
    {
        return false;
    }
}  (160, 106);  | 
    
    
    
        | 69 | 
                break;  | 
    
    
    
        | 70 | 
            case 200:  | 
    
    
    
        | 71 | 
                var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block);  | 
    
    
    
        | 72 | 
                block.direction = 0;  | 
    
    
    
        | 73 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block);  | 
    
    
    
        | 74 | 
                block.direction = 0;  | 
    
    
    
        | 75 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 76 | 
                block.direction = 0;  | 
    
    
    
        | 77 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 78 | 
                block.direction = 0;  | 
    
    
    
        | 79 | 
                break;  | 
    
    
    
        | 80 | 
            case 215:  | 
    
    
    
        | 81 | 
                var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 82 | 
                block.direction = 0;  | 
    
    
    
        | 83 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 84 | 
                block.direction = 0;  | 
    
    
    
        | 85 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 86 | 
                block.direction = 0;  | 
    
    
    
        | 87 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 88 | 
                block.direction = 0;  | 
    
    
    
        | 89 | 
                break;  | 
    
    
    
        | 90 | 
            case 240:  | 
    
    
    
        | 91 | 
                var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 92 | 
                block.direction = 0;  | 
    
    
    
        | 93 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 94 | 
                block.direction = 0;  | 
    
    
    
        | 95 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block);  | 
    
    
    
        | 96 | 
                block.direction = 0;  | 
    
    
    
        | 97 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block);  | 
    
    
    
        | 98 | 
                block.direction = 0;  | 
    
    
    
        | 99 | 
                break;  | 
    
    
    
        | 100 | 
            case 265:  | 
    
    
    
        | 101 | 
                var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 102 | 
                block.direction = 0;  | 
    
    
    
        | 103 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 104 | 
                block.direction = 0;  | 
    
    
    
        | 105 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 106 | 
                block.direction = 0;  | 
    
    
    
        | 107 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 108 | 
                block.direction = 0;  | 
    
    
    
        | 109 | 
                break;  | 
    
    
    
        | 110 | 
            case 277:  | 
    
    
    
        | 111 | 
                var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 112 | 
                block.direction = 0;  | 
    
    
    
        | 113 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 114 | 
                block.direction = 0;  | 
    
    
    
        | 115 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 116 | 
                block.direction = 0;  | 
    
    
    
        | 117 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block);  | 
    
    
    
        | 118 | 
                block.direction = 0;  | 
    
    
    
        | 119 | 
                break;  | 
    
    
    
        | 120 | 
            case 289:  | 
    
    
    
        | 121 | 
                var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 122 | 
                block.direction = 0;  | 
    
    
    
        | 123 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 124 | 
                block.direction = 0;  | 
    
    
    
        | 125 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block);  | 
    
    
    
        | 126 | 
                block.direction = 0;  | 
    
    
    
        | 127 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 128 | 
                block.direction = 0;  | 
    
    
    
        | 129 | 
                break;  | 
    
    
    
        | 130 | 
            case 301:  | 
    
    
    
        | 131 | 
                var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 132 | 
                block.direction = 0;  | 
    
    
    
        | 133 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block);  | 
    
    
    
        | 134 | 
                block.direction = 0;  | 
    
    
    
        | 135 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 136 | 
                block.direction = 0;  | 
    
    
    
        | 137 | 
                block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 138 | 
                block.direction = 0;  | 
    
    
    
        | 139 | 
                break;  | 
    
    
    
        | 140 | 
            case 340:  | 
    
    
    
        | 141 | 
                instance_destroy();  | 
    
    
    
        | 142 | 
                break;  | 
    
    
    
        | 143 | 
        }  | 
    
    
    
        | 144 | 
        attack_tick += 1;  | 
    
    
    
        | 145 | 
        if (global.image_alpha_enemy_attacking >= 0)  | 
    
    
    
        | 146 | 
        { | 
    
    
    
        | 147 | 
            if (bbox_overlay_alpha > 0)  | 
    
    
    
        | 148 | 
                bbox_overlay_alpha -= 0.1;  | 
    
    
    
        | 149 | 
        }  |