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gml_Object_obj_attack_moray_balls_controller_Create_0

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1
var battle_box = 3154;
2
attack_timer = room_speed * 6;
3
var ball_spawn_timer = room_speed * 3;
4
var sword_spawn_timer = room_speed * 1;
5
sword_dist = 100;
6
sword_spawn_x = irandom_range(battle_box.bbox_left + 4 + (sword_dist / 2), battle_box.bbox_right - 4 - (sword_dist / 2));
7
instance_create_depth(sword_spawn_x - (sword_dist * 0.5), battle_box.bbox_top - 4, -999999, obj_attack_moray_balls_sword);
8
alarm[1] = ball_spawn_timer;
gml_Object_obj_attack_moray_balls_controller_Alarm_1.gml

var battle_box = 3154; instance_create(battle_box.bbox_left - 7, battle_box.bbox_top - 7, obj_attack_moray_balls_ball); instance_create(battle_box.bbox_right + 7, battle_box.bbox_top - 7, obj_attack_moray_balls_ball); alarm[0] = attack_timer;
9
alarm[2] = sword_spawn_timer;
gml_Object_obj_attack_moray_balls_controller_Alarm_2.gml

var battle_box = 3154; instance_create_depth(sword_spawn_x + (sword_dist * 0.5), battle_box.bbox_top - 4, -999999, obj_attack_moray_balls_sword);
10
scr_enable_battle_box_surface
scr_enable_battle_box_surface

function scr_enable_battle_box_surface() { if (!instance_exists(obj_surface_drawer)) instance_create_depth(0, 0, -999, obj_surface_drawer); }
();