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gml_GlobalScript_scr_start_enemy_attacking_axis

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function scr_start_enemy_attacking_axis
scr_start_enemy_attacking_axis

function scr_start_enemy_attacking_axis() { instance_create(319, 320, obj_dialogue_box_battle_transformation_any); instance_create(round(obj_dialogue_box_battle_transformation_any.bbox_left + ((obj_dialogue_box_battle_transformation_any.bbox_right - obj_dialogue_box_battle_transformation_any.bbox_left) / 2)), round(obj_dialogue_box_battle_transformation_any.bbox_top + ((obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top) / 2)), obj_heart_battle_fighting_axis); instance_create(0, 0, obj_battle_enemy_attack_axis_shield); with (obj_heart_battle_fighting_parent) moveable = true; }
()
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{
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    instance_create(319, 320, obj_dialogue_box_battle_transformation_any);
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    instance_create(round(obj_dialogue_box_battle_transformation_any.bbox_left + ((obj_dialogue_box_battle_transformation_any.bbox_right - obj_dialogue_box_battle_transformation_any.bbox_left) / 2)), round(obj_dialogue_box_battle_transformation_any.bbox_top + ((obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top) / 2)), obj_heart_battle_fighting_axis);
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    instance_create(0, 0, obj_battle_enemy_attack_axis_shield);
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    with (obj_heart_battle_fighting_parent)
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        moveable = true;
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}