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gml_Object_obj_battle_enemy_attack_martlet_feather_circle_final_feather_Create_0

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1
if (live_call())
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    return global.live_result;
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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; }
("martlet", "void", "void");
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can_fade_in = false;
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angle_position_current = 0;
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spawner_id = -4;
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global.id_store = id;
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state = 0;
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spin_radius_speed = 0;
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spin_radius_speed_multiplier = 20;
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sign_modifier_spin = 1;
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time_elapsed_spin = 0;
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time_max_spin = 30;
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time_increase_spin = 1;
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max_rise_spin = 30;
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no_loop_target = false;
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attack_speed = 28;
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in_box = false;
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x_list = ds_list_create();
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y_list = ds_list_create();
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angle_list = ds_list_create();
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max_points_trail = 10;
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trail_cc_max = 3;
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trail_cc_start = trail_cc_max - 1;
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trail_cc_current = trail_cc_start;
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explosion_angle = 0;
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feather_targetted = true;
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feather_create_count = 7;
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bullet_hit_points = 2;
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bullet_hit_draw_timer = 0;
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bullet_destroy_self = false;
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id_target = -4;