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gml_Object_obj_battle_enemy_attack_ceroba_flower_barrage_checker_Alarm_0

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1
counter_current += 1;
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if (global.battle_phase == 1)
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{
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    var bullet_speed_temp = 0;
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    while (bullet_speed_temp == 0)
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        bullet_speed_temp = irandom_range(-2, 2);
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    var bullet_offset_temp = irandom_range(0, 360);
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    for (var i = 0; i < bullet_number; i++)
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    {
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        var bullet = instance_create(0, 0, obj_battle_enemy_attack_ceroba_flower_barrage_bullet);
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        bullet.attack_dir = bullet_offset_temp + ((i + 1) * (360 / bullet_number));
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        if (bullet.attack_dir > 360)
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            bullet.attack_dir -= 360;
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        bullet.bullet_speed_max = bullet_speed_temp;
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    }
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}
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if (global.battle_phase == 2)
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{
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    var bullet_speed_temp = 0;
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    while (bullet_speed_temp == 0)
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        bullet_speed_temp = irandom_range(-2, 2);
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    var bullet_offset_temp = irandom_range(0, 360);
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    for (var i = 0; i < bullet_number; i++)
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    {
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        var bullet = instance_create(320, 320, obj_battle_enemy_attack_ceroba_flower_barrage_bullet_flipped);
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        bullet.attack_dir = bullet_offset_temp + ((i + 1) * (360 / bullet_number));
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        if (bullet.attack_dir > 360)
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            bullet.attack_dir -= 360;
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        bullet.bullet_speed_max = bullet_speed_temp;
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    }
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}
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alarm[0] = spawn_delay;
gml_Object_obj_battle_enemy_attack_ceroba_flower_barrage_checker_Alarm_0.gml

counter_current += 1; if (global.battle_phase == 1) { var bullet_speed_temp = 0; while (bullet_speed_temp == 0) bullet_speed_temp = irandom_range(-2, 2); var bullet_offset_temp = irandom_range(0, 360); for (var i = 0; i < bullet_number; i++) { var bullet = instance_create(0, 0, obj_battle_enemy_attack_ceroba_flower_barrage_bullet); bullet.attack_dir = bullet_offset_temp + ((i + 1) * (360 / bullet_number)); if (bullet.attack_dir > 360) bullet.attack_dir -= 360; bullet.bullet_speed_max = bullet_speed_temp; } } if (global.battle_phase == 2) { var bullet_speed_temp = 0; while (bullet_speed_temp == 0) bullet_speed_temp = irandom_range(-2, 2); var bullet_offset_temp = irandom_range(0, 360); for (var i = 0; i < bullet_number; i++) { var bullet = instance_create(320, 320, obj_battle_enemy_attack_ceroba_flower_barrage_bullet_flipped); bullet.attack_dir = bullet_offset_temp + ((i + 1) * (360 / bullet_number)); if (bullet.attack_dir > 360) bullet.attack_dir -= 360; bullet.bullet_speed_max = bullet_speed_temp; } } alarm[0] = spawn_delay; spawn_delay -= 1;
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spawn_delay -= 1;