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gml_Object_obj_battle_enemy_attack_guardener_arm_Create_0

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1
damage_number = scr_determine_damage_number_enemy
scr_determine_damage_number_enemy

function scr_determine_damage_number_enemy(arg0, arg1, arg2) { var enemy_count = global.enemy_count; if (global.battle_enemy_name_1 == arg0) return 1; else if (enemy_count >= 2 && global.battle_enemy_name_2 == arg1) return 2; else if (enemy_count >= 3 && global.battle_enemy_name_3 == arg2) return 3; else return 0; }
("guardener", "void", "void");
2
launch_sound = audio_play_sound(snd_guardener_arm_launched, 1, 0);
3
launch_dir = "down";
4
launch_speed = 10;
5
warning_col = 255;
6
warning_draw = true;
7
warning_count = 2;
8
scene = -1;
9
arm_return = 0;
10
alarm[0] = 5;
gml_Object_obj_battle_enemy_attack_guardener_arm_Alarm_0.gml

audio_play_sound(snd_bullet_warning, 1, 0); if (warning_col == 255) warning_col = 65535; else warning_col = 255; if (warning_count > 0) { alarm[0] = 3; warning_count -= 1; } else { warning_draw = false; scene++; }
11
depth = obj_heart_battle_fighting_parent.depth + 1;