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gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p2_obstacle_spawner_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
if (!scr_battle_box_resize_midfight
scr_battle_box_resize_midfight

function scr_battle_box_resize_midfight() { if (instance_exists(obj_dialogue_box_battle_transformation_any)) { with (obj_dialogue_box_battle_transformation_any) { battle_box_resize_midfight = true; battle_box_target_xscale = argument[0] / sprite_get_width(sprite_index); battle_box_target_yscale = argument[1] / sprite_get_height(sprite_index); if (argument_count > 2) { battle_box_target_x = argument[2]; battle_box_target_y = argument[3]; } if (abs(image_xscale - battle_box_target_xscale) < 0.01 && abs(image_yscale - battle_box_target_yscale) < 0.01 && abs(x - battle_box_target_x) < 0.1 && abs(y - battle_box_target_y) < 0.1) { var box = 3154; global.attack_surface_width = box.sprite_width - 8; global.attack_surface_height = box.sprite_height - 8; global.attack_surface_x = box.x - (global.attack_surface_width * 0.5); global.attack_surface_y = box.y - (global.attack_surface_height * 0.5); if (surface_exists(global.attack_surface)) global.attack_surface = surface_create(global.attack_surface_width, global.attack_surface_height); return true; } } } else { return false; } }
(75, 128))
4
    exit;
5
if (!alarm[0])
6
    alarm[0] = 15;
gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p2_obstacle_spawner_Alarm_0.gml

if (live_call()) return global.live_result; var battle_box = 3154; var side = choose(1, 2, 3); var xx = battle_box.bbox_left + 16; var xx2 = battle_box.bbox_right - 16; var xx3 = battle_box.x; var yy = battle_box.bbox_top - 16; var obstacle1 = 248; var obstacle2 = 248; var obstacle3 = 248; var obstacle_speed = 5; if (global.hotland_flag[2] == 3) obstacle_speed = 6; switch (side) { case 1: obstacle1 = 3120; break; case 2: obstacle2 = 3120; break; case 3: obstacle3 = 3120; break; } instance_create_depth(xx, yy, -50, obstacle1); instance_create_depth(xx2, yy, -50, obstacle2); instance_create_depth(xx3, yy, -50, obstacle3); with (obstacle1) { direction = 270; speed = obstacle_speed; } with (obstacle2) { direction = 270; speed = obstacle_speed; } with (obstacle3) { direction = 270; speed = obstacle_speed; } alarm[0] = obstacle_offset;