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gml_Object_obj_battle_enemy_attack_starlo_take_aim_checker_Alarm_0

related scripts: Alarm_0 Create_0Destroy_0

(view raw script w/o annotations or w/e)
1
var soul = 2982;
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if (starlo_take_aim_shots_current < starlo_take_aim_shots_max)
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    instance_create(soul.x + irandom_range(-10, 10), soul.y + irandom_range(-10, 10), obj_battle_enemy_attack_starlo_take_aim_one_target);
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else
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    instance_destroy();
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starlo_take_aim_shots_current += 1;
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alarm[0]
 = starlo_take_aim_interval;
gml_Object_obj_battle_enemy_attack_starlo_take_aim_checker_Alarm_0.gml

var soul = 2982; if (starlo_take_aim_shots_current < starlo_take_aim_shots_max) instance_create(soul.x + irandom_range(-10, 10), soul.y + irandom_range(-10, 10), obj_battle_enemy_attack_starlo_take_aim_one_target); else instance_destroy(); starlo_take_aim_shots_current += 1; alarm[0]
 = starlo_take_aim_interval;