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gml_Object_obj_battle_enemy_attack_ceroba_phase_1_pillars_Alarm_0

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if (live_call())
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    return global.live_result;
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var battle_box = 3154;
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var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1);
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var bul_spawn = ds_list_find_value(bullet_list, list_pos);
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ds_list_delete(bullet_list, list_pos);
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switch (bul_spawn)
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{
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    case "left":
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        var bullet = instance_create_depth(battle_box.x + 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1);
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        with (bullet)
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        {
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            target_x = battle_box.bbox_left - 50;
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            target_y = 200;
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            turn_rate = 0.07;
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        }
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        break;
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    case "right":
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        var bullet = instance_create_depth(battle_box.x - 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1);
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        bullet.image_xscale = -1;
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        with (bullet)
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        {
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            target_x = battle_box.bbox_right + 50;
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            target_y = 200;
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            turn_rate = 0.07;
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        }
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        break;
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}
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if (ds_list_size(bullet_list) > 0)
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{
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    alarm[0] = bullet_offset;
gml_Object_obj_battle_enemy_attack_ceroba_phase_1_pillars_Alarm_0.gml

if (live_call()) return global.live_result; var battle_box = 3154; var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1); var bul_spawn = ds_list_find_value(bullet_list, list_pos); ds_list_delete(bullet_list, list_pos); switch (bul_spawn) { case "left": var bullet = instance_create_depth(battle_box.x + 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1); with (bullet) { target_x = battle_box.bbox_left - 50; target_y = 200; turn_rate = 0.07; } break; case "right": var bullet = instance_create_depth(battle_box.x - 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1); bullet.image_xscale = -1; with (bullet) { target_x = battle_box.bbox_right + 50; target_y = 200; turn_rate = 0.07; } break; } if (ds_list_size(bullet_list) > 0) { alarm[0] = bullet_offset; } else if (wave_number > 0) { ds_list_add(bullet_list, "left", "middle", "right"); alarm[0] = bullet_offset * 7; wave_number -= 1; } else { alarm[1] = 180; }
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}
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else if (wave_number > 0)
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{
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    ds_list_add(bullet_list, "left", "middle", "right");
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    alarm[0] = bullet_offset * 7;
gml_Object_obj_battle_enemy_attack_ceroba_phase_1_pillars_Alarm_0.gml

if (live_call()) return global.live_result; var battle_box = 3154; var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1); var bul_spawn = ds_list_find_value(bullet_list, list_pos); ds_list_delete(bullet_list, list_pos); switch (bul_spawn) { case "left": var bullet = instance_create_depth(battle_box.x + 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1); with (bullet) { target_x = battle_box.bbox_left - 50; target_y = 200; turn_rate = 0.07; } break; case "right": var bullet = instance_create_depth(battle_box.x - 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1); bullet.image_xscale = -1; with (bullet) { target_x = battle_box.bbox_right + 50; target_y = 200; turn_rate = 0.07; } break; } if (ds_list_size(bullet_list) > 0) { alarm[0] = bullet_offset; } else if (wave_number > 0) { ds_list_add(bullet_list, "left", "middle", "right"); alarm[0] = bullet_offset * 7; wave_number -= 1; } else { alarm[1] = 180; }
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    wave_number -= 1;
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}
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else
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{
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    alarm[1] = 180;
gml_Object_obj_battle_enemy_attack_ceroba_phase_1_pillars_Alarm_1.gml

if (live_call()) return global.live_result; instance_destroy();
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}