| 1 | 
        if (live_call())  | 
    
    
    
        | 2 | 
            return global.live_result;  | 
    
    
    
        | 3 | 
        var battle_box = 3154;  | 
    
    
    
        | 4 | 
        switch (attack_tick)  | 
    
    
    
        | 5 | 
        { | 
    
    
    
        | 6 | 
            case 30:  | 
    
    
    
        | 7 | 
                instance_create_depth(battle_box.bbox_left + 20, battle_box.bbox_top - 60, -100, obj_battle_enemy_attack_martlet_feather_fall_feather_final);  | 
    
    
    
        | 8 | 
                break;  | 
    
    
    
        | 9 | 
            case 60:  | 
    
    
    
        | 10 | 
                instance_create_depth(battle_box.x, battle_box.bbox_top - 50, -100, obj_battle_enemy_attack_martlet_feather_fall_feather_final);  | 
    
    
    
        | 11 | 
                break;  | 
    
    
    
        | 12 | 
            case 90:  | 
    
    
    
        | 13 | 
                instance_create_depth(battle_box.bbox_right - 20, battle_box.bbox_top - 50, -100, obj_battle_enemy_attack_martlet_feather_fall_feather_final);  | 
    
    
    
        | 14 | 
                break;  | 
    
    
    
        | 15 | 
            case 120:  | 
    
    
    
        | 16 | 
                instance_create_depth(battle_box.bbox_right + 10, battle_box.bbox_top - 20, -100, obj_battle_enemy_attack_martlet_feather_fall_feather_final);  | 
    
    
    
        | 17 | 
                break;  | 
    
    
    
        | 18 | 
            case 130:  | 
    
    
    
        | 19 | 
                instance_create_depth(battle_box.bbox_right, battle_box.bbox_top - 40, -100, obj_battle_enemy_attack_martlet_feather_fall_feather_final);  | 
    
    
    
        | 20 | 
                break;  | 
    
    
    
        | 21 | 
            case 140:  | 
    
    
    
        | 22 | 
                instance_create_depth(battle_box.bbox_right - 10, battle_box.bbox_top - 60, -100, obj_battle_enemy_attack_martlet_feather_fall_feather_final);  | 
    
    
    
        | 23 | 
                break;  | 
    
    
    
        | 24 | 
            case 160:  | 
    
    
    
        | 25 | 
                instance_create_depth(battle_box.bbox_left - 10, battle_box.bbox_top - 60, -100, obj_battle_enemy_attack_martlet_feather_fall_feather_final);  | 
    
    
    
        | 26 | 
                break;  | 
    
    
    
        | 27 | 
            case 170:  | 
    
    
    
        | 28 | 
                instance_create_depth(battle_box.bbox_left, battle_box.bbox_top - 80, -100, obj_battle_enemy_attack_martlet_feather_fall_feather_final);  | 
    
    
    
        | 29 | 
                break;  | 
    
    
    
        | 30 | 
            case 180:  | 
    
    
    
        | 31 | 
                instance_create_depth(battle_box.bbox_left + 10, battle_box.bbox_top - 100, -100, obj_battle_enemy_attack_martlet_feather_fall_feather_final);  | 
    
    
    
        | 32 | 
                break;  | 
    
    
    
        | 33 | 
            case 210:  | 
    
    
    
        | 34 | 
                var sound_noloop = false;  | 
    
    
    
        | 35 | 
                var i = battle_box.bbox_left + 12;  | 
    
    
    
        | 36 | 
                while (i < (battle_box.bbox_left + 4 + 140))  | 
    
    
    
        | 37 | 
                { | 
    
    
    
        | 38 | 
                    var feather = instance_create_depth(i, battle_box.bbox_top - 20, -100, obj_fmartlet_feather_straight);  | 
    
    
    
        | 39 | 
                    feather.direction = 270;  | 
    
    
    
        | 40 | 
                    if (sound_noloop == false)  | 
    
    
    
        | 41 | 
                    { | 
    
    
    
        | 42 | 
                        feather.can_play_sound = true;  | 
    
    
    
        | 43 | 
                        sound_noloop = true;  | 
    
    
    
        | 44 | 
                    }  | 
    
    
    
        | 45 | 
                    i += 28;  | 
    
    
    
        | 46 | 
                }  | 
    
    
    
        | 47 | 
                break;  | 
    
    
    
        | 48 | 
            case 245:  | 
    
    
    
        | 49 | 
                var sound_noloop = false;  | 
    
    
    
        | 50 | 
                var i = battle_box.bbox_top + 12;  | 
    
    
    
        | 51 | 
                while (i < (battle_box.bbox_top + 4 + 70))  | 
    
    
    
        | 52 | 
                { | 
    
    
    
        | 53 | 
                    var feather = instance_create_depth(battle_box.bbox_left - 20, i, -100, obj_fmartlet_feather_straight);  | 
    
    
    
        | 54 | 
                    feather.direction = 0;  | 
    
    
    
        | 55 | 
                    if (sound_noloop == false)  | 
    
    
    
        | 56 | 
                    { | 
    
    
    
        | 57 | 
                        feather.can_play_sound = true;  | 
    
    
    
        | 58 | 
                        sound_noloop = true;  | 
    
    
    
        | 59 | 
                    }  | 
    
    
    
        | 60 | 
                    i += 14;  | 
    
    
    
        | 61 | 
                }  | 
    
    
    
        | 62 | 
                break;  | 
    
    
    
        | 63 | 
            case 250:  | 
    
    
    
        | 64 | 
                var sound_noloop = false;  | 
    
    
    
        | 65 | 
                var i = battle_box.bbox_top + 4 + 70;  | 
    
    
    
        | 66 | 
                while (i < (battle_box.bbox_top + 4 + 140))  | 
    
    
    
        | 67 | 
                { | 
    
    
    
        | 68 | 
                    var feather = instance_create_depth(battle_box.bbox_right + 20, i, -100, obj_fmartlet_feather_straight);  | 
    
    
    
        | 69 | 
                    feather.direction = 180;  | 
    
    
    
        | 70 | 
                    if (sound_noloop == false)  | 
    
    
    
        | 71 | 
                    { | 
    
    
    
        | 72 | 
                        feather.can_play_sound = true;  | 
    
    
    
        | 73 | 
                        sound_noloop = true;  | 
    
    
    
        | 74 | 
                    }  | 
    
    
    
        | 75 | 
                    i += 14;  | 
    
    
    
        | 76 | 
                }  | 
    
    
    
        | 77 | 
                break;  | 
    
    
    
        | 78 | 
            case 280:  | 
    
    
    
        | 79 | 
                var sound_noloop = false;  | 
    
    
    
        | 80 | 
                for (var i = 0; i < 70; i += 14)  | 
    
    
    
        | 81 | 
                { | 
    
    
    
        | 82 | 
                    var feather = instance_create_depth(battle_box.bbox_right + 20 + lengthdir_x(i, 45), battle_box.bbox_bottom + lengthdir_y(i, 45), -100, obj_fmartlet_feather_straight);  | 
    
    
    
        | 83 | 
                    feather.direction = 135;  | 
    
    
    
        | 84 | 
                    if (sound_noloop == false)  | 
    
    
    
        | 85 | 
                    { | 
    
    
    
        | 86 | 
                        feather.can_play_sound = true;  | 
    
    
    
        | 87 | 
                        sound_noloop = true;  | 
    
    
    
        | 88 | 
                    }  | 
    
    
    
        | 89 | 
                }  | 
    
    
    
        | 90 | 
                break;  | 
    
    
    
        | 91 | 
            case 285:  | 
    
    
    
        | 92 | 
                var sound_noloop = false;  | 
    
    
    
        | 93 | 
                for (var i = 0; i < 70; i += 14)  | 
    
    
    
        | 94 | 
                { | 
    
    
    
        | 95 | 
                    var feather = instance_create_depth((battle_box.bbox_left - 20) + lengthdir_x(i, 225), (battle_box.bbox_top - 20) + lengthdir_y(i, 225), -100, obj_fmartlet_feather_straight);  | 
    
    
    
        | 96 | 
                    feather.direction = 315;  | 
    
    
    
        | 97 | 
                    if (sound_noloop == false)  | 
    
    
    
        | 98 | 
                    { | 
    
    
    
        | 99 | 
                        feather.can_play_sound = true;  | 
    
    
    
        | 100 | 
                        sound_noloop = true;  | 
    
    
    
        | 101 | 
                    }  | 
    
    
    
        | 102 | 
                }  | 
    
    
    
        | 103 | 
                break;  | 
    
    
    
        | 104 | 
            case 320:  | 
    
    
    
        | 105 | 
                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;
    }
}  (82, 160, 320, 300);  | 
    
    
    
        | 106 | 
                break;  | 
    
    
    
        | 107 | 
            case 350:  | 
    
    
    
        | 108 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 109 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 110 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 111 | 
                break;  | 
    
    
    
        | 112 | 
            case 370:  | 
    
    
    
        | 113 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 114 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 115 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 116 | 
                break;  | 
    
    
    
        | 117 | 
            case 390:  | 
    
    
    
        | 118 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 119 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 120 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 121 | 
                break;  | 
    
    
    
        | 122 | 
            case 420:  | 
    
    
    
        | 123 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 124 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 125 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 126 | 
                with (obj_martlet_attack_block)  | 
    
    
    
        | 127 | 
                    vspeed = 6;  | 
    
    
    
        | 128 | 
                with (obj_martlet_attack_block_hurt)  | 
    
    
    
        | 129 | 
                    vspeed = 6;  | 
    
    
    
        | 130 | 
                break;  | 
    
    
    
        | 131 | 
            case 440:  | 
    
    
    
        | 132 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 133 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 134 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 135 | 
                with (obj_martlet_attack_block)  | 
    
    
    
        | 136 | 
                    vspeed = 6;  | 
    
    
    
        | 137 | 
                with (obj_martlet_attack_block_hurt)  | 
    
    
    
        | 138 | 
                    vspeed = 6;  | 
    
    
    
        | 139 | 
                break;  | 
    
    
    
        | 140 | 
            case 460:  | 
    
    
    
        | 141 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);  | 
    
    
    
        | 142 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 143 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);  | 
    
    
    
        | 144 | 
                with (obj_martlet_attack_block)  | 
    
    
    
        | 145 | 
                    vspeed = 6;  | 
    
    
    
        | 146 | 
                with (obj_martlet_attack_block_hurt)  | 
    
    
    
        | 147 | 
                    vspeed = 6;  | 
    
    
    
        | 148 | 
                break;  | 
    
    
    
        | 149 | 
            case 490:  | 
    
    
    
        | 150 | 
                instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 151 | 
                instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 152 | 
                instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);  | 
    
    
    
        | 153 | 
                glass_speed_original = 5;  | 
    
    
    
        | 154 | 
                with (obj_martlet_attack_glass)  | 
    
    
    
        | 155 | 
                    vspeed = other.glass_speed_original;  | 
    
    
    
        | 156 | 
                _speed_perc = 1;  | 
    
    
    
        | 157 | 
                break;  | 
    
    
    
        | 158 | 
            case 500:  | 
    
    
    
        | 159 | 
                switch (scene)  | 
    
    
    
        | 160 | 
                { | 
    
    
    
        | 161 | 
                    case -1:  | 
    
    
    
        | 162 | 
                        if (abs(obj_heart_battle_fighting_parent.y - obj_martlet_attack_glass.y) < 80)  | 
    
    
    
        | 163 | 
                            scene++;  | 
    
    
    
        | 164 | 
                        break;  | 
    
    
    
        | 165 | 
                    case 0:  | 
    
    
    
        | 166 | 
                        if (!instance_exists(obj_martlet_final_slowdown))  | 
    
    
    
        | 167 | 
                            instance_create_depth(0, 0, obj_martlet_final_base.depth - 10, obj_martlet_final_slowdown);  | 
    
    
    
        | 168 | 
                        var speed_perc = _speed_perc;  | 
    
    
    
        | 169 | 
                        with (obj_martlet_attack_glass)  | 
    
    
    
        | 170 | 
                            vspeed = other.glass_speed_original * speed_perc;  | 
    
    
    
        | 171 | 
                        with (obj_martlet_final_slowdown)  | 
    
    
    
        | 172 | 
                            starlo_take_aim_overlay_alpha = 1 - speed_perc;  | 
    
    
    
        | 173 | 
                        with (obj_martlet_final_base)  | 
    
    
    
        | 174 | 
                            speed_multiplier = speed_perc;  | 
    
    
    
        | 175 | 
                        if (_speed_perc <= 0)  | 
    
    
    
        | 176 | 
                        { | 
    
    
    
        | 177 | 
                            obj_heart_battle_fighting_parent.moveable = false;  | 
    
    
    
        | 178 | 
                            cutscene_advance();  | 
    
    
    
        | 179 | 
                        }  | 
    
    
    
        | 180 | 
                        else  | 
    
    
    
        | 181 | 
                        { | 
    
    
    
        | 182 | 
                            _speed_perc -= 0.1;  | 
    
    
    
        | 183 | 
                        }  | 
    
    
    
        | 184 | 
                        break;  | 
    
    
    
        | 185 | 
                    case 1:  | 
    
    
    
        | 186 | 
                        cutscene_wait(0.5);  | 
    
    
    
        | 187 | 
                        break;  | 
    
    
    
        | 188 | 
                    case 2:  | 
    
    
    
        | 189 | 
                        hint_draw = true;  | 
    
    
    
        | 190 | 
                        if (keyboard_multicheck_pressed(1))  | 
    
    
    
        | 191 | 
                        { | 
    
    
    
        | 192 | 
                            var walk_speed = global.speed_self + (1 * sign(global.current_sp_self));  | 
    
    
    
        | 193 | 
                            var move_x = 0;  | 
    
    
    
        | 194 | 
                            var move_y = -1;  | 
    
    
    
        | 195 | 
                            battle_box = 3154;  | 
    
    
    
        | 196 | 
                            with (obj_heart_battle_fighting_yellow_final)  | 
    
    
    
        | 197 | 
                            { | 
    
    
    
        | 198 | 
                                moveable = true;  | 
    
    
    
        | 199 | 
                                is_dashing = true;  | 
    
    
    
        | 200 | 
                                can_cancel_dash = false;  | 
    
    
    
        | 201 | 
                                dash_delay = dash_delay_max;  | 
    
    
    
        | 202 | 
                                move_y_dash = move_y * 2;  | 
    
    
    
        | 203 | 
                                move_x_dash = 0;  | 
    
    
    
        | 204 | 
                            }  | 
    
    
    
        | 205 | 
                            hint_draw = false;  | 
    
    
    
        | 206 | 
                            scene++;  | 
    
    
    
        | 207 | 
                        }  | 
    
    
    
        | 208 | 
                        break;  | 
    
    
    
        | 209 | 
                    case 3:  | 
    
    
    
        | 210 | 
                        var speed_perc = _speed_perc;  | 
    
    
    
        | 211 | 
                        with (obj_martlet_attack_glass)  | 
    
    
    
        | 212 | 
                            vspeed = other.glass_speed_original * speed_perc;  | 
    
    
    
        | 213 | 
                        with (obj_martlet_final_slowdown)  | 
    
    
    
        | 214 | 
                            starlo_take_aim_overlay_alpha = 1 - speed_perc;  | 
    
    
    
        | 215 | 
                        with (obj_martlet_final_base)  | 
    
    
    
        | 216 | 
                            speed_multiplier = speed_perc;  | 
    
    
    
        | 217 | 
                        if (_speed_perc >= 1)  | 
    
    
    
        | 218 | 
                        { | 
    
    
    
        | 219 | 
                            _speed_perc = 1;  | 
    
    
    
        | 220 | 
                            obj_martlet_final_base.speed_multiplier = 1;  | 
    
    
    
        | 221 | 
                            attack_tick += 1;  | 
    
    
    
        | 222 | 
                            cutscene_advance();  | 
    
    
    
        | 223 | 
                        }  | 
    
    
    
        | 224 | 
                        else  | 
    
    
    
        | 225 | 
                        { | 
    
    
    
        | 226 | 
                            _speed_perc += 0.1;  | 
    
    
    
        | 227 | 
                        }  | 
    
    
    
        | 228 | 
                        break;  | 
    
    
    
        | 229 | 
                }  | 
    
    
    
        | 230 | 
                break;  | 
    
    
    
        | 231 | 
            case 560:  | 
    
    
    
        | 232 | 
                instance_destroy();  | 
    
    
    
        | 233 | 
                break;  | 
    
    
    
        | 234 | 
        }  | 
    
    
    
        | 235 | 
        if (attack_tick != 500)  | 
    
    
    
        | 236 | 
            attack_tick += 1;  | 
    
    
    
        | 237 | 
        if (global.image_alpha_enemy_attacking >= 0)  | 
    
    
    
        | 238 | 
        { | 
    
    
    
        | 239 | 
            if (bbox_overlay_alpha > 0)  | 
    
    
    
        | 240 | 
                bbox_overlay_alpha -= 0.1;  | 
    
    
    
        | 241 | 
        }  | 
    
    
    
        | 242 | 
        if (hint_draw == true)  | 
    
    
    
        | 243 | 
        { | 
    
    
    
        | 244 | 
            if (hint_alpha < 1)  | 
    
    
    
        | 245 | 
                hint_alpha += 0.1;  | 
    
    
    
        | 246 | 
        }  | 
    
    
    
        | 247 | 
        else  | 
    
    
    
        | 248 | 
        { | 
    
    
    
        | 249 | 
            hint_alpha = 0;  | 
    
    
    
        | 250 | 
        }  |