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gml_Object_obj_fmartlet_spawner_feathers_wings_Step_0

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1
if (live_call())
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    return global.live_result;
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var battle_box = 3154;
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switch (attack_tick)
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{
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    case 20:
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        martlet_wing_spawn(0);
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        break;
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    case 40:
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        martlet_wing_spawn(1);
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        break;
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    case 60:
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        var attack_instance = instance_create_depth(battle_box.bbox_left - 30, battle_box.bbox_top - 20, -100, obj_martlet_attack_splitting_feather);
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        attack_instance.x_target_override = battle_box.bbox_right - 30;
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        attack_instance.y_target_override = battle_box.bbox_bottom - 30;
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        break;
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    case 70:
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        var attack_instance = instance_create_depth(battle_box.bbox_left - 30, battle_box.bbox_bottom + 20, -100, obj_martlet_attack_splitting_feather);
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        attack_instance.x_target_override = battle_box.bbox_right - 30;
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        attack_instance.y_target_override = battle_box.bbox_top + 30;
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        break;
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    case 100:
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        martlet_wing_spawn(1);
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        break;
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    case 120:
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        var attack_instance = instance_create_depth(battle_box.bbox_right + 30, battle_box.y, -100, obj_martlet_attack_splitting_feather);
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        attack_instance.x_target_override = battle_box.x;
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        attack_instance.y_target_override = battle_box.y;
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        break;
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    case 140:
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        var attack_instance = instance_create_depth(battle_box.bbox_left + 20, battle_box.bbox_top - 20, -100, obj_martlet_attack_splitting_feather);
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        attack_instance.x_target_override = battle_box.bbox_right - 20;
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        attack_instance.y_target_override = battle_box.bbox_bottom - 30;
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        break;
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    case 150:
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        var attack_instance = instance_create_depth(battle_box.bbox_right - 20, battle_box.bbox_top - 20, -100, obj_martlet_attack_splitting_feather);
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        attack_instance.x_target_override = battle_box.bbox_left + 20;
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        attack_instance.y_target_override = battle_box.bbox_bottom - 30;
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        break;
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    case 240:
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        instance_destroy();
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        break;
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}
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function martlet_wing_spawn(arg0)
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{
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    var battle_box = 3154;
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    var xx = 0;
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    var yy = 0;
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    var xscale = 1;
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    var yscale = 1;
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    var angle = 0;
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    switch (arg0)
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    {
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        case 0:
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            xx = battle_box.bbox_left + 4;
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            yy = battle_box.bbox_top + 30;
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            break;
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        case 1:
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            xx = battle_box.bbox_right - 4;
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            yy = battle_box.bbox_top + 30;
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            xscale = -1;
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            break;
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    }
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    var wing = instance_create_depth(xx, yy, -50, obj_fmartlet_wings);
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    with (wing)
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    {
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        image_xscale = xscale;
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        image_yscale = yscale;
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        image_angle = angle;
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    }
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}
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attack_tick += 1;