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gml_Object_obj_flowey_battle_lowpoly_spawner_vspikes_Alarm_0

(view raw script w/o annotations or w/e)
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if (live_call())
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    return global.live_result;
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var variation = choose(1, 2, 3);
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switch (variation)
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{
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    case 1:
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        instance_create_depth(180, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
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        instance_create_depth(240, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
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        instance_create_depth(400, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
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        instance_create_depth(460, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
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        break;
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    case 2:
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        instance_create_depth(240, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
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        instance_create_depth(400, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
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        instance_create_depth(320, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
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        break;
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    case 3:
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        instance_create_depth(180, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
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        instance_create_depth(240, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
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        instance_create_depth(320, -140, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
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        instance_create_depth(400, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
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        instance_create_depth(460, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike);
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        break;
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}
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variation = irandom_range(-40, 40);
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alarm[0] = attack_delay + variation;
gml_Object_obj_flowey_battle_lowpoly_spawner_vspikes_Alarm_0.gml

if (live_call()) return global.live_result; var variation = choose(1, 2, 3); switch (variation) { case 1: instance_create_depth(180, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike); instance_create_depth(240, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike); instance_create_depth(400, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike); instance_create_depth(460, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike); break; case 2: instance_create_depth(240, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike); instance_create_depth(400, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike); instance_create_depth(320, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike); break; case 3: instance_create_depth(180, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike); instance_create_depth(240, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike); instance_create_depth(320, -140, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike); instance_create_depth(400, -80, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike); instance_create_depth(460, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_lowpoly_vspike); break; } variation = irandom_range(-40, 40); alarm[0] = attack_delay + variation;