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gml_Object_obj_fmartlet_spawner_opener_2_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
{
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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_hurt);
8
        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;
11
    case 50:
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        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
13
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
14
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
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        break;
16
    case 70:
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        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
18
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
19
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
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        break;
21
    case 75:
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);
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        break;
26
    case 85:
27
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
28
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
29
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
30
        break;
31
    case 110:
32
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
33
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
34
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
35
        break;
36
    case 120:
37
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
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 135:
42
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block);
43
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
44
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
45
        break;
46
    case 147:
47
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
48
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass);
49
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt);
50
        break;
51
    case 160:
52
        instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);
53
        instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);
54
        instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_arrow);
55
        break;
56
    case 200:
57
        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, 82);
58
        target_direction = 180;
59
        break;
60
    case 210:
61
        var block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y - 36, -100, obj_martlet_attack_block_hurt);
62
        block.direction = 180;
63
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y - 12, -100, obj_martlet_attack_block_hurt);
64
        block.direction = 180;
65
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y + 12, -100, obj_martlet_attack_block);
66
        block.direction = 180;
67
        break;
68
    case 225:
69
        var block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y - 36, -100, obj_martlet_attack_block_hurt);
70
        block.direction = 180;
71
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y - 12, -100, obj_martlet_attack_glass);
72
        block.direction = 180;
73
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y + 12, -100, obj_martlet_attack_block_hurt);
74
        block.direction = 180;
75
        break;
76
    case 240:
77
        var block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y - 36, -100, obj_martlet_attack_block);
78
        block.direction = 180;
79
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y - 12, -100, obj_martlet_attack_block_hurt);
80
        block.direction = 180;
81
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y + 12, -100, obj_martlet_attack_glass);
82
        block.direction = 180;
83
        break;
84
    case 260:
85
        var block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y - 36, -100, obj_martlet_attack_block_hurt);
86
        block.direction = 180;
87
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y - 12, -100, obj_martlet_attack_block);
88
        block.direction = 180;
89
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y + 12, -100, obj_martlet_attack_glass);
90
        block.direction = 180;
91
        break;
92
    case 265:
93
        var block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y - 36, -100, obj_martlet_attack_block);
94
        block.direction = 180;
95
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y - 12, -100, obj_martlet_attack_glass);
96
        block.direction = 180;
97
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y + 12, -100, obj_martlet_attack_block_hurt);
98
        block.direction = 180;
99
        break;
100
    case 280:
101
        var block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y - 36, -100, obj_martlet_attack_block_arrow);
102
        block.direction = 180;
103
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y - 12, -100, obj_martlet_attack_block_arrow);
104
        block.direction = 180;
105
        block = instance_create_depth(battle_box.bbox_right + 24, battle_box.y + 12, -100, obj_martlet_attack_block_arrow);
106
        block.direction = 180;
107
        with (obj_martlet_attack_block_arrow)
108
            arrow_dir = 180;
109
        break;
110
    case 310:
111
        var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.y - 36, -100, obj_martlet_attack_block);
112
        block.direction = 0;
113
        block.speed = 7;
114
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.y - 12, -100, obj_martlet_attack_block);
115
        block.direction = 0;
116
        block.speed = 7;
117
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.y + 12, -100, obj_martlet_attack_block);
118
        block.direction = 0;
119
        block.speed = 7;
120
        break;
121
    case 325:
122
        var block = instance_create_depth(battle_box.bbox_left - 24, battle_box.y - 36, -100, obj_martlet_attack_glass);
123
        block.direction = 0;
124
        block.speed = 7;
125
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.y - 12, -100, obj_martlet_attack_block_hurt);
126
        block.direction = 0;
127
        block.speed = 7;
128
        block = instance_create_depth(battle_box.bbox_left - 24, battle_box.y + 12, -100, obj_martlet_attack_glass);
129
        block.direction = 0;
130
        block.speed = 7;
131
        break;
132
    case 380:
133
        instance_destroy();
134
        break;
135
}
136
if (attack_tick != 480)
137
    attack_tick += 1;
138
if (global.image_alpha_enemy_attacking >= 0)
139
{
140
    if (bbox_overlay_alpha > 0)
141
        bbox_overlay_alpha -= 0.1;
142
}
143
if (hint_draw == true)
144
{
145
    if (hint_alpha < 1)
146
        hint_alpha += 0.1;
147
}
148
else
149
{
150
    hint_alpha = 0;
151
}