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gml_Object_obj_battle_enemy_attack_super_ball_1_creator_Step_0

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1
if (live_call())
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    return global.live_result;
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switch (scene)
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{
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    case -1:
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        break;
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    case 0:
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        if (box_resize == true && !scr_battle_box_resize_midfight
scr_battle_box_resize_midfight

function scr_battle_box_resize_midfight() { if (instance_exists(obj_dialogue_box_battle_transformation_any)) { with (obj_dialogue_box_battle_transformation_any) { battle_box_resize_midfight = true; battle_box_target_xscale = argument[0] / sprite_get_width(sprite_index); battle_box_target_yscale = argument[1] / sprite_get_height(sprite_index); if (argument_count > 2) { battle_box_target_x = argument[2]; battle_box_target_y = argument[3]; } if (abs(image_xscale - battle_box_target_xscale) < 0.01 && abs(image_yscale - battle_box_target_yscale) < 0.01 && abs(x - battle_box_target_x) < 0.1 && abs(y - battle_box_target_y) < 0.1) { var box = 3154; global.attack_surface_width = box.sprite_width - 8; global.attack_surface_height = box.sprite_height - 8; global.attack_surface_x = box.x - (global.attack_surface_width * 0.5); global.attack_surface_y = box.y - (global.attack_surface_height * 0.5); if (surface_exists(global.attack_surface)) global.attack_surface = surface_create(global.attack_surface_width, global.attack_surface_height); return true; } } } else { return false; } }
(280, 140))
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            exit;
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        with (obj_axis_body)
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        {
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            sprite_index = spr_axis_body_charge;
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            image_index = 0;
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            image_speed = 1;
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        }
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        scene++;
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        break;
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    case 1:
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        with (obj_axis_body)
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        {
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            if (image_index >= (image_number - 1))
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            {
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                sprite_index = spr_axis_body_charge_hold;
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                other.scene++;
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            }
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        }
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        break;
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    case 2:
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        var ball = instance_create_depth(obj_axis_body.x, obj_axis_body.y - 80, -300, obj_battle_enemy_attack_axis_energy_ball_boss_red);
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        ball.launch_speed = launch_speed;
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        scene++;
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        break;
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    case 3:
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        obj_axis_body.x = 320 + (sin(degtorad(axis_deg)) * axis_x_offset);
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        axis_deg += axis_deg_inc;
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        if (axis_deg > 360)
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            axis_deg -= 360;
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        if (!instance_exists(obj_battle_enemy_attack_axis_energy_ball_boss_red))
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            instance_destroy();
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        break;
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}