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gml_Object_obj_fmartlet_2_spawner_blocks_3_Step_0

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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 - 48, -100, obj_martlet_attack_block_hurt);
8
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt);
9
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt);
10
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 48, -100, obj_martlet_attack_block);
11
        break;
12
    case 38:
13
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass);
14
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass);
15
        break;
16
    case 46:
17
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 48, -100, obj_martlet_attack_block);
18
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt);
19
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt);
20
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt);
21
        break;
22
    case 54:
23
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass);
24
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt);
25
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt);
26
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt);
27
        break;
28
    case 75:
29
        var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_glass);
30
        block.direction = 0;
31
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass);
32
        block.direction = 0;
33
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_glass);
34
        block.direction = 0;
35
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_glass);
36
        block.direction = 0;
37
        break;
38
    case 85:
39
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass);
40
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass);
41
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass);
42
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass);
43
        break;
44
    case 95:
45
        var block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_glass);
46
        block.direction = 180;
47
        block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass);
48
        block.direction = 180;
49
        block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_glass);
50
        block.direction = 180;
51
        block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_glass);
52
        block.direction = 180;
53
        break;
54
    case 110:
55
        var arrow = instance_create_depth(battle_box.bbox_left + 15, battle_box.bbox_top - 64, -100, obj_martlet_attack_block_arrow);
56
        arrow.arrow_dir = 180;
57
        arrow = instance_create_depth(battle_box.bbox_left + 67, battle_box.bbox_top - 64, -100, obj_martlet_attack_block_arrow);
58
        arrow.arrow_dir = 0;
59
        break;
60
    case 120:
61
        var block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 5, -105, obj_martlet_attack_block_hurt);
62
        block.direction = 180;
63
        block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass);
64
        block.direction = 180;
65
        block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 53, -105, obj_martlet_attack_block);
66
        block.direction = 180;
67
        block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt);
68
        block.direction = 180;
69
        break;
70
    case 126:
71
        var block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 5, -105, obj_martlet_attack_block_hurt);
72
        block.direction = 180;
73
        block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 29, -105, obj_martlet_attack_block);
74
        block.direction = 180;
75
        block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 53, -105, obj_martlet_attack_glass);
76
        block.direction = 180;
77
        block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt);
78
        block.direction = 180;
79
        break;
80
    case 160:
81
        var block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block_hurt);
82
        block.direction = 180;
83
        block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_hurt);
84
        block.direction = 180;
85
        block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block);
86
        block.direction = 180;
87
        block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt);
88
        block.direction = 180;
89
        break;
90
    case 166:
91
        var block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass);
92
        block.direction = 180;
93
        break;
94
    case 172:
95
        var block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block);
96
        block.direction = 180;
97
        block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_hurt);
98
        block.direction = 180;
99
        block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block_hurt);
100
        block.direction = 180;
101
        block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt);
102
        block.direction = 180;
103
        break;
104
    case 190:
105
        var block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block_arrow);
106
        block.direction = 180;
107
        block.arrow_dir = 90;
108
        block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_arrow);
109
        block.direction = 180;
110
        block.arrow_dir = 90;
111
        block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block_arrow);
112
        block.direction = 180;
113
        block.arrow_dir = 180;
114
        block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_arrow);
115
        block.direction = 180;
116
        block.arrow_dir = 180;
117
        break;
118
    case 220:
119
        var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block);
120
        block.direction = 0;
121
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_hurt);
122
        block.direction = 0;
123
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block_hurt);
124
        block.direction = 0;
125
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt);
126
        block.direction = 0;
127
        break;
128
    case 226:
129
        var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_glass);
130
        block.direction = 0;
131
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_hurt);
132
        block.direction = 0;
133
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block_hurt);
134
        block.direction = 0;
135
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt);
136
        block.direction = 0;
137
        break;
138
    case 260:
139
        var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block_hurt);
140
        block.direction = 0;
141
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_hurt);
142
        block.direction = 0;
143
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block);
144
        block.direction = 0;
145
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt);
146
        block.direction = 0;
147
        break;
148
    case 266:
149
        var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_glass);
150
        block.direction = 0;
151
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass);
152
        block.direction = 0;
153
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block);
154
        block.direction = 0;
155
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt);
156
        block.direction = 0;
157
        break;
158
    case 272:
159
        var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_hurt);
160
        block.direction = 0;
161
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block_hurt);
162
        block.direction = 0;
163
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt);
164
        block.direction = 0;
165
        break;
166
    case 278:
167
        var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block);
168
        block.direction = 0;
169
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block_hurt);
170
        block.direction = 0;
171
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt);
172
        block.direction = 0;
173
        break;
174
    case 284:
175
        var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block_hurt);
176
        block.direction = 0;
177
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass);
178
        block.direction = 0;
179
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_glass);
180
        block.direction = 0;
181
        block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_glass);
182
        block.direction = 0;
183
        break;
184
    case 350:
185
        instance_destroy();
186
        break;
187
}
188
attack_tick += 1;