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gml_Object_obj_battle_enemy_attack_martlet_wing_gust_final_object_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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sound_type = 0;
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var random_number = irandom_range(0, 13);
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switch (random_number)
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{
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    case 0:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_globe;
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        sound_type = 1;
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        break;
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    case 1:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_shoe;
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        sound_type = 2;
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        break;
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    case 2:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_mug;
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        sound_type = 2;
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        break;
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    case 3:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_can;
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        sound_type = 1;
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        break;
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    case 4:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_thingy;
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        sound_type = 2;
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        break;
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    case 5:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_ball;
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        sound_type = 3;
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        break;
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    case 6:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_glass;
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        sound_type = 2;
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        break;
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    case 7:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_saw;
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        sound_type = 2;
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        break;
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    case 8:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_idk;
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        sound_type = 1;
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        break;
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    case 9:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_nail;
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        sound_type = 2;
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        break;
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    case 10:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_screw;
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        sound_type = 2;
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        break;
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    case 11:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_plank;
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        sound_type = 1;
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        break;
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    case 12:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_radio;
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        sound_type = 3;
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        break;
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    case 13:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_screwdriver;
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        sound_type = 2;
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        break;
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    default:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_globe;
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        sound_type = 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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image_angle = 0;
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image_xscale = 2;
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image_yscale = 2;
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state = 0;
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fall_speed = 3;
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fall_speed_max = 12;
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can_fade_out = false;
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landing_init = false;
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landing_count = 0;
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no_loop_alarm_fading_in = false;
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while (bbox_left < (obj_dialogue_box_battle_transformation_any.bbox_left + 4))
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    x += 1;
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while (bbox_right > (obj_dialogue_box_battle_transformation_any.bbox_right - 4))
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    x -= 1;
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while (bbox_bottom < (obj_dialogue_box_battle_transformation_any.bbox_top - 10))
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    y += 1;
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while (bbox_bottom > (obj_dialogue_box_battle_transformation_any.bbox_top - 10))
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    y -= 1;