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gml_Object_obj_fmartlet_2_spawner_blocks_4_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_glass);
9
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
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 + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
14
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
15
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
16
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
17
        break;
18
    case 42:
19
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
20
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
21
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
22
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
23
        break;
24
    case 48:
25
        break;
26
    case 58:
27
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
28
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
29
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
30
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
31
        break;
32
    case 64:
33
        break;
34
    case 70:
35
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
36
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
37
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
38
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
39
        break;
40
    case 76:
41
        break;
42
    case 82:
43
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
44
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
45
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
46
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
47
        break;
48
    case 106:
49
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
50
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
51
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
52
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
53
        break;
54
    case 100:
55
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
56
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
57
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
58
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
59
        break;
60
    case 120:
61
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
62
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
63
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
64
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
65
        break;
66
    case 132:
67
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
68
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
69
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
70
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
71
        break;
72
    case 138:
73
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
74
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
75
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
76
        break;
77
    case 148:
78
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
79
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
80
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
81
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
82
        break;
83
    case 170:
84
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
85
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
86
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
87
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
88
        break;
89
    case 176:
90
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
91
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
92
        break;
93
    case 182:
94
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
95
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
96
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
97
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
98
        break;
99
    case 188:
100
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
101
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
102
        break;
103
    case 194:
104
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
105
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
106
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
107
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
108
        break;
109
    case 200:
110
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
111
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
112
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
113
        break;
114
    case 206:
115
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
116
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
117
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
118
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
119
        break;
120
    case 212:
121
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
122
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
123
        break;
124
    case 240:
125
        instance_create_depth(battle_box.x, battle_box.bbox_top - 200, -100, obj_fmartlet_star_big);
126
        break;
127
    case 300:
128
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);
129
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);
130
        with (obj_martlet_attack_block_arrow)
131
            arrow_dir = 0;
132
        break;
133
    case 380:
134
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);
135
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);
136
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);
137
        instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);
138
        with (obj_martlet_attack_block_arrow)
139
            arrow_dir = 0;
140
        break;
141
    case 420:
142
        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);
143
        break;
144
    case 450:
145
        var block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);
146
        block.direction = 180;
147
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_glass);
148
        block.direction = 180;
149
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_glass);
150
        block.direction = 180;
151
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block_hurt);
152
        block.direction = 180;
153
        break;
154
    case 456:
155
        var block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);
156
        block.direction = 180;
157
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block);
158
        block.direction = 180;
159
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block_hurt);
160
        block.direction = 180;
161
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block_hurt);
162
        block.direction = 180;
163
        break;
164
    case 470:
165
        var block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);
166
        block.direction = 180;
167
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block_hurt);
168
        block.direction = 180;
169
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block);
170
        block.direction = 180;
171
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block_hurt);
172
        block.direction = 180;
173
        break;
174
    case 476:
175
        var block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);
176
        block.direction = 180;
177
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block_hurt);
178
        block.direction = 180;
179
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_glass);
180
        block.direction = 180;
181
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block_hurt);
182
        block.direction = 180;
183
        break;
184
    case 510:
185
        var block = instance_create_depth(battle_box.bbox_left - 60, battle_box.bbox_top + 5, -105, obj_martlet_attack_glass);
186
        block.direction = 0;
187
        block = instance_create_depth(battle_box.bbox_left - 60, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass);
188
        block.direction = 0;
189
        block = instance_create_depth(battle_box.bbox_left - 60, battle_box.bbox_top + 53, -105, obj_martlet_attack_glass);
190
        block.direction = 0;
191
        block = instance_create_depth(battle_box.bbox_left - 60, battle_box.bbox_top + 77, -105, obj_martlet_attack_glass);
192
        block.direction = 0;
193
        break;
194
    case 490:
195
        var block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);
196
        block.direction = 180;
197
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block_hurt);
198
        block.direction = 180;
199
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block);
200
        block.direction = 180;
201
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block_hurt);
202
        block.direction = 180;
203
        break;
204
    case 520:
205
        var block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);
206
        block.direction = 180;
207
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block);
208
        block.direction = 180;
209
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block_hurt);
210
        block.direction = 180;
211
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block_hurt);
212
        block.direction = 180;
213
        break;
214
    case 540:
215
        var block = instance_create_depth(battle_box.bbox_left - 60, battle_box.bbox_top + 5, -105, obj_martlet_attack_block_hurt);
216
        block.direction = 0;
217
        block = instance_create_depth(battle_box.bbox_left - 60, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass);
218
        block.direction = 0;
219
        block = instance_create_depth(battle_box.bbox_left - 60, battle_box.bbox_top + 53, -105, obj_martlet_attack_glass);
220
        block.direction = 0;
221
        block = instance_create_depth(battle_box.bbox_left - 60, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt);
222
        block.direction = 0;
223
        break;
224
    case 550:
225
        var block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 5, -100, obj_martlet_attack_block_hurt);
226
        block.direction = 180;
227
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 29, -100, obj_martlet_attack_block_hurt);
228
        block.direction = 180;
229
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 53, -100, obj_martlet_attack_block_hurt);
230
        block.direction = 180;
231
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.bbox_top + 77, -100, obj_martlet_attack_block);
232
        block.direction = 180;
233
        break;
234
    case 650:
235
        instance_destroy();
236
        break;
237
}
238
attack_tick += 1;
239
with (obj_martlet_attack_block)
240
    speed = other.block_speed;
241
with (obj_martlet_attack_block_hurt)
242
    speed = other.block_speed;
243
with (obj_martlet_attack_glass)
244
    speed = other.block_speed;
245
with (obj_martlet_attack_block_arrow)
246
    speed = other.block_speed;