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gml_Object_obj_battle_enemy_attack_guardener_checker_corrupt_Step_0

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1
var box = 3154;
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switch (scene)
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{
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    case 0:
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        cutscene_wait(0.5);
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        break;
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    case 1:
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        var flower = instance_create_depth(320, box.bbox_bottom - 4, obj_heart_battle_fighting_parent.depth - 1, obj_guardener_flower_corrupt);
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        flower.image_xscale = 1;
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        flower.image_yscale = 1;
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        cutscene_advance();
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        break;
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    case 2:
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        cutscene_wait(1.4);
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        break;
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    case 3:
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        var arm = instance_create_depth(box.bbox_left - 5, box.bbox_top + 40, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_arm);
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        arm.launch_dir = "right";
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        arm.image_angle = 90;
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        arm.arm_return = 5;
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        arm.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; }
("flowey", "void", "void");
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        cutscene_advance();
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        break;
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    case 4:
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        cutscene_wait(0.3);
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        break;
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    case 5:
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        var arm = instance_create_depth(box.bbox_left - 5, box.bbox_top + 70, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_arm);
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        arm.launch_dir = "right";
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        arm.image_angle = 0;
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        arm.arm_return = 5;
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        arm.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; }
("flowey", "void", "void");
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        cutscene_advance();
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        break;
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    case 6:
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        cutscene_wait(0.3);
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        break;
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    case 7:
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        var arm = instance_create_depth(box.bbox_left - 5, box.bbox_top + 100, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_arm);
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        arm.launch_dir = "right";
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        arm.image_angle = 90;
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        arm.arm_return = 5;
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        arm.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; }
("flowey", "void", "void");
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        cutscene_advance();
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        break;
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    case 8:
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        cutscene_wait(1);
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        break;
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    case 9:
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        obj_guardener_flower_corrupt.sprite_index = spr_guardener_plant_disappear;
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        obj_guardener_flower_corrupt.image_speed = 1;
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        cutscene_advance();
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        break;
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    case 10:
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        if (!instance_exists(obj_guardener_flower_corrupt))
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        {
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            cutscene_wait(1.5);
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            break;
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        }
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        break;
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    case 11:
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        instance_destroy();
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        break;
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}