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gml_Object_obj_battle_enemy_attack_martlet_feather_fall_feather_final_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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image_blend = c_yellow;
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if (!instance_exists(obj_feather_fall_final_holder))
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    instance_create(0, 0, obj_feather_fall_final_holder);
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state = 0;
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fall_speed = 10;
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x_point = x;
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y_point = y;
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angle_pos = 270;
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angle_pos_default = angle_pos;
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angle_pos_max = 15 * fall_speed;
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angle_radius = 10;
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starting_position_x = x;
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starting_position_y = y;
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animation_disjoint_x = 0;
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animation_disjoint_y = 0;
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can_move = true;
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explosion_angle = irandom_range(0, 360);
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var random_number = irandom_range(1, 3);
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switch (random_number)
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{
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    case 1:
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        sprite_index = spr_battle_enemy_attack_martlet_feather_1;
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        break;
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    case 2:
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        sprite_index = spr_battle_enemy_attack_martlet_feather_2;
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        break;
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    case 3:
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        sprite_index = spr_battle_enemy_attack_martlet_feather_3;
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        break;
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    case 4:
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        sprite_index = spr_battle_enemy_attack_martlet_feather_4;
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        break;
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    case 5:
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        sprite_index = spr_battle_enemy_attack_martlet_feather_5;
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        break;
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    default:
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        sprite_index = spr_battle_enemy_attack_martlet_feather_1;
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}
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image_speed = 0;
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image_index = 0;
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image_alpha = 0;
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var battle_box = 3154;
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if (x < battle_box.x)
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    random_number = 1;
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else
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    random_number = -1;
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sign_modifier = random_number;
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time_elapsed = 0;
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time_max = 30 + (15 * (fall_speed - 1));
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time_increase = 1;
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max_rise = 10 * fall_speed * 2;
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time_elapsed_increase_fall = round(time_max / 3);
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spin_speed = 25;
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no_loop_spin = false;
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attack_speed = 32;
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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_sprite = sprite_index;
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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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bullet_hit_points = 1;
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bullet_hit_draw_timer = 0;
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bullet_destroy_self = false;
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alarm[0] = 30;
gml_Object_obj_battle_enemy_attack_martlet_feather_fall_feather_final_Alarm_0.gml

if (live_call()) return global.live_result; x_destination = obj_heart_battle_fighting_parent.x; y_destination = obj_heart_battle_fighting_parent.y; angle_destination = point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y); if (angle_difference(image_angle, angle_destination) > 0) spin_direction = 1; else spin_direction = -1; obj_feather_fall_final_holder.x_store = x_destination; obj_feather_fall_final_holder.y_store = y_destination; obj_feather_fall_final_holder.angle_store = angle_destination; global.id_store = id; with (instance_create_depth(x_destination, y_destination, -100, obj_battle_enemy_attack_martlet_feather_fall_target_1_final)) { geno_target_angle = other.explosion_angle; sprite_index = spr_battle_enemy_attack_martlet_target_half_axis; } id_target = global.id_store; state = 1; switch (sprite_index) { case spr_battle_enemy_attack_martlet_feather_1: audio_play_sound(snd_mart_feather_atk3, 20, 0); break; case spr_battle_enemy_attack_martlet_feather_2: case spr_battle_enemy_attack_martlet_feather_3: audio_play_sound(snd_mart_feather_atk1, 20, 0); break; case spr_battle_enemy_attack_martlet_feather_4: case spr_battle_enemy_attack_martlet_feather_5: audio_play_sound(snd_mart_feather_atk2, 20, 0); break; default: audio_play_sound(snd_mart_feather_atk1, 20, 0); }