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gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p1_lanterns_Alarm_0

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1
if (live_call())
2
    return global.live_result;
3
if (ds_list_size(position_list) <= 0)
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{
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    if (!alarm[1])
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        alarm[1] = 180;
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    exit;
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}
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var ds_list_pos = irandom_range(0, ds_list_size(position_list) - 1);
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var position_current = ds_list_find_value(position_list, ds_list_pos);
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ds_list_delete(position_list, ds_list_pos);
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var xx, yy;
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switch (position_current)
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{
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    case 1:
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        xx = battle_box.bbox_left + 20;
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        yy = battle_box.bbox_top - 20;
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        break;
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    case 2:
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        xx = battle_box.x;
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        yy = battle_box.bbox_top - 50;
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        break;
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    case 3:
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        xx = battle_box.bbox_right - 20;
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        yy = battle_box.bbox_top - 20;
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        break;
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}
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instance_create_depth(xx, yy, -100, obj_ceroba_phase_2_p1_lantern);
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alarm[0] = 30;
gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p1_lanterns_Alarm_0.gml

if (live_call()) return global.live_result; if (ds_list_size(position_list) <= 0) { if (!alarm[1]) alarm[1] = 180; exit; } var ds_list_pos = irandom_range(0, ds_list_size(position_list) - 1); var position_current = ds_list_find_value(position_list, ds_list_pos); ds_list_delete(position_list, ds_list_pos); var xx, yy; switch (position_current) { case 1: xx = battle_box.bbox_left + 20; yy = battle_box.bbox_top - 20; break; case 2: xx = battle_box.x; yy = battle_box.bbox_top - 50; break; case 3: xx = battle_box.bbox_right - 20; yy = battle_box.bbox_top - 20; break; } instance_create_depth(xx, yy, -100, obj_ceroba_phase_2_p1_lantern); alarm[0] = 30;