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gml_Object_obj_flowey_battle_lowpoly_spawner_vspikes_Create_0

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1
if (live_call())
2
    return global.live_result;
3
alarm[0] = 15;
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;
4
attack_delay = 120;