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gml_Object_obj_battle_enemy_attack_martlet_feather_flow_vertical_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; }
("martlet", "void", "void");
2
state = 0;
3
fly_speed = irandom_range(3, 5);
4
x_point = x;
5
y_point = y;
6
if (y < 320)
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    angle = 270;
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else
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    angle = 90;
10
angle_movement = choose(-1, 1);
11
angle_max = angle + 45;
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angle_min = angle - 45;
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angle_sway = 3;
14
feather_explode_counter = 0;
15
feather_explode_timer = 10;
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can_move = false;
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fade_out = false;
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var random_number;
19
if (!instance_exists(obj_martlet_body))
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{
21
    random_number = irandom_range(1, 3);
22
    alarm[1] = 45 * (3 / fly_speed);
gml_Object_obj_battle_enemy_attack_martlet_feather_flow_vertical_Alarm_1.gml

if (image_blend == c_red) { image_blend = c_white; } else { audio_play_sound(snd_bullet_warning, 1, 0); image_blend = c_red; feather_explode_counter += 1; } alarm[1] = 3; if (feather_explode_counter > 3) { var i = 1; var angle_base = irandom_range(0, 359); while (i <= 3) { with (instance_create(x, y, obj_battle_enemy_attack_martlet_feather_flow_explosion)) angle = angle_base + (120 * i); i++; } audio_play_sound(snd_mart_spiral_attack_2, 1, 0); instance_destroy(); }
23
}
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else
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{
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    random_number = irandom_range(1, 5);
27
}
28
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;
36
    case 3:
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        sprite_index = spr_battle_enemy_attack_martlet_feather_3;
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        break;
39
    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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}
48
image_speed = 0;
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image_index = 0;
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image_alpha = 0;
51
image_angle = angle;
52
alarm[0] = 90 * (3 / fly_speed);