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gml_Object_obj_attack_ace_cards_shape_Create_0

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1
damage_number = scr_determine_damage_number_enemy
scr_determine_damage_number_enemy

function scr_determine_damage_number_enemy(arg0, arg1, arg2) { var enemy_count = global.enemy_count; if (global.battle_enemy_name_1 == arg0) return 1; else if (enemy_count >= 2 && global.battle_enemy_name_2 == arg1) return 2; else if (enemy_count >= 3 && global.battle_enemy_name_3 == arg2) return 3; else return 0; }
("ace", "void", "void");
2
sin_current = 0;
3
attack_state = 0;
4
direction_inc = 0;
5
direction_inc_max = 4;
6
max_speed = 9;
7
charge_speed = 5;
8
alarm[0] = instance_number(obj_attack_ace_cards_shape) * 15;
gml_Object_obj_attack_ace_cards_shape_Alarm_0.gml

var heart = obj_heart_battle_fighting_red; attack_state = 1; direction = point_direction(x, y, heart.x, heart.y); speed = -charge_speed; audio_play_sound(snd_ceroba_swoosh, 1, 0);