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gml_Object_obj_battle_enemy_attack_starlo_slow_surround_checker_Create_0

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1
starlo_take_aim_shots_current = 0;
2
starlo_take_aim_shots_max = 13;
3
starlo_take_aim_interval = 15;
4
alarm[0] = 20;
gml_Object_obj_battle_enemy_attack_starlo_slow_surround_checker_Alarm_0.gml

var soul = 2980; var box = 3154; if (starlo_take_aim_shots_current < starlo_take_aim_shots_max) { if ((starlo_take_aim_shots_current % 2) == 0) instance_create(choose(box.bbox_right + 60, box.bbox_left - 60), soul.y, obj_battle_enemy_attack_starlo_guns_horizontal_gun); else instance_create(soul.x, choose(box.bbox_top - 60, box.bbox_bottom + 60), obj_battle_enemy_attack_starlo_guns_vertical_gun); } else if (starlo_take_aim_fade_out == false) { starlo_take_aim_fade_out = true; } starlo_take_aim_shots_current += 1; alarm[0] = starlo_take_aim_interval;
5
obj_heart_battle_fighting_red.walk_speed *= 0.3;
6
alarm[1] = 5;
gml_Object_obj_battle_enemy_attack_starlo_slow_surround_checker_Alarm_1.gml

var soul = 2980; instance_create(obj_heart_battle_fighting_red.x, obj_heart_battle_fighting_red.y, obj_battle_enemy_attack_starlo_take_aim_slow_image); alarm[1] = 5;
7
starlo_take_aim_overlay_alpha = 0;
8
starlo_take_aim_fade_out = false;
9
shader_alpha = shader_get_uniform(sh_grayscale, "color_alpha");