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gml_Object_obj_fmartlet_spawner_blocks_2_Step_0

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1
if (live_call())
2
    return global.live_result;
3
var battle_box = 3154;
4
switch (attack_tick)
5
{
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    case 30:
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        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
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        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
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        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
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        break;
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    case 45:
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        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
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        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
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        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
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        break;
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    case 60:
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        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
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        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
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        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
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        break;
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    case 75:
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        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
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_block_hurt);
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        break;
26
    case 95:
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        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);
30
        break;
31
    case 100:
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        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
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        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
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        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
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        break;
36
    case 120:
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        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
38
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
39
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
40
        break;
41
    case 140:
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        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
43
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
44
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
45
        break;
46
    case 160:
47
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
48
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
49
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
50
        break;
51
    case 180:
52
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
53
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
54
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
55
        break;
56
    case 235:
57
        instance_destroy();
58
        break;
59
}
60
with (obj_martlet_attack_block)
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    vspeed = other.block_vspeed;
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with (obj_martlet_attack_block_hurt)
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    vspeed = other.block_vspeed;
64
with (obj_martlet_attack_glass)
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{
66
    if (hspeed == 0)
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        vspeed = other.block_vspeed;
68
}
69
attack_tick += 1;
70
if (global.image_alpha_enemy_attacking >= 0)
71
{
72
    if (bbox_overlay_alpha > 0)
73
        bbox_overlay_alpha -= 0.1;
74
}