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gml_Object_obj_fmartlet_2_spawner_blocks_1_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
var battle_box = 3154;
4
switch (round(attack_tick))
5
{
6
    case 30:
7
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
8
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
9
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
10
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
11
        break;
12
    case 36:
13
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
14
        break;
15
    case 42:
16
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
17
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
18
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
19
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
20
        break;
21
    case 60:
22
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
23
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
24
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
25
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
26
        break;
27
    case 70:
28
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
29
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
30
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
31
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
32
        break;
33
    case 80:
34
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
35
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
36
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
37
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
38
        break;
39
    case 95:
40
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
41
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
42
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
43
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
44
        break;
45
    case 110:
46
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
47
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
48
        break;
49
    case 118:
50
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
51
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
52
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
53
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
54
        break;
55
    case 126:
56
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
57
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
58
        break;
59
    case 150:
60
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);
61
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);
62
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);
63
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);
64
        with (obj_martlet_attack_block_arrow)
65
            arrow_dir = 180;
66
        break;
67
    case 180:
68
        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; } }
(160, 106);
69
        break;
70
    case 200:
71
        var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block);
72
        block.direction = 0;
73
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block);
74
        block.direction = 0;
75
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block_hurt);
76
        block.direction = 0;
77
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block_hurt);
78
        block.direction = 0;
79
        break;
80
    case 215:
81
        var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);
82
        block.direction = 0;
83
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_glass);
84
        block.direction = 0;
85
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_glass);
86
        block.direction = 0;
87
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_glass);
88
        block.direction = 0;
89
        break;
90
    case 240:
91
        var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);
92
        block.direction = 0;
93
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block_hurt);
94
        block.direction = 0;
95
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block);
96
        block.direction = 0;
97
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block);
98
        block.direction = 0;
99
        break;
100
    case 265:
101
        var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);
102
        block.direction = 0;
103
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block_hurt);
104
        block.direction = 0;
105
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block_hurt);
106
        block.direction = 0;
107
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_glass);
108
        block.direction = 0;
109
        break;
110
    case 277:
111
        var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);
112
        block.direction = 0;
113
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block_hurt);
114
        block.direction = 0;
115
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_glass);
116
        block.direction = 0;
117
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block);
118
        block.direction = 0;
119
        break;
120
    case 289:
121
        var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);
122
        block.direction = 0;
123
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_glass);
124
        block.direction = 0;
125
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block);
126
        block.direction = 0;
127
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block_hurt);
128
        block.direction = 0;
129
        break;
130
    case 301:
131
        var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);
132
        block.direction = 0;
133
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block);
134
        block.direction = 0;
135
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block_hurt);
136
        block.direction = 0;
137
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_glass);
138
        block.direction = 0;
139
        break;
140
    case 340:
141
        instance_destroy();
142
        break;
143
}
144
attack_tick += 1;
145
if (global.image_alpha_enemy_attacking >= 0)
146
{
147
    if (bbox_overlay_alpha > 0)
148
        bbox_overlay_alpha -= 0.1;
149
}