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gml_Object_obj_battle_enemy_attack_martlet_wing_gust_junk_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
sound_type = 0;
3
var random_number = irandom_range(0, 13);
4
switch (random_number)
5
{
6
    case 0:
7
        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_globe;
8
        sound_type = 1;
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        break;
10
    case 1:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_shoe;
12
        sound_type = 2;
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        break;
14
    case 2:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_mug;
16
        sound_type = 2;
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        break;
18
    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;
22
    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:
27
        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;
38
    case 8:
39
        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_idk;
40
        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;
44
        sound_type = 2;
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        break;
46
    case 10:
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        sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_screw;
48
        sound_type = 2;
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        break;
50
    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;
64
        sound_type = 1;
65
}
66
image_speed = 0;
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image_index = 0;
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image_alpha = 0;
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image_angle = 0;
70
image_xscale = 2;
71
image_yscale = 2;
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state = 0;
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fall_speed = 3;
74
fall_speed_max = 12;
75
can_fade_out = false;
76
landing_init = false;
77
landing_count = 0;
78
no_loop_alarm_fading_in = false;
79
while (bbox_left < (obj_dialogue_box_battle_transformation_any.bbox_left + 4))
80
    x += 1;
81
while (bbox_right > (obj_dialogue_box_battle_transformation_any.bbox_right - 4))
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    x -= 1;
83
while (bbox_bottom < (obj_dialogue_box_battle_transformation_any.bbox_top - 10))
84
    y += 1;
85
while (bbox_bottom > (obj_dialogue_box_battle_transformation_any.bbox_top - 10))
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    y -= 1;