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gml_Object_obj_battle_enemy_attack_starlo_take_aim_slow_checker_Create_0

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1
starlo_take_aim_shots_current = 0;
2
starlo_take_aim_shots_max = 5;
3
starlo_take_aim_interval = 40;
4
alarm[0] = 18;
gml_Object_obj_battle_enemy_attack_starlo_take_aim_slow_checker_Alarm_0.gml

var soul = 2980; if (starlo_take_aim_shots_current < starlo_take_aim_shots_max) { var spawn_dir = point_direction(soul.xprevious, soul.yprevious, soul.x, soul.y); var target = instance_create(soul.x + lengthdir_x(15, spawn_dir), soul.y + lengthdir_y(15, spawn_dir), obj_battle_enemy_attack_starlo_take_aim_one_target); target.target_radius_dec = 5; } 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_take_aim_slow_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");