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gml_Object_obj_fmartlet_spawner_splitting_feathers_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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        var attack_instance = instance_create_depth(battle_box.bbox_left + 40, 200, -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.y;
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        break;
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    case 40:
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        var attack_instance = instance_create_depth(battle_box.bbox_right - 40, 440, -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.y;
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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 - 40, battle_box.y, -100, obj_martlet_attack_splitting_feather);
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        attack_instance.feather_create_count = 11;
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        attack_instance.feather_targetted = false;
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        break;
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    case 90:
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        var attack_instance = instance_create_depth(battle_box.x, battle_box.bbox_top - 40, -100, obj_martlet_attack_splitting_feather);
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        break;
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    case 100:
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        var attack_instance = instance_create_depth(battle_box.x, battle_box.bbox_bottom + 40, -100, obj_martlet_attack_splitting_feather);
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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 + 40, battle_box.y, -100, obj_martlet_attack_splitting_feather);
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        attack_instance.feather_create_count = 11;
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        attack_instance.feather_targetted = false;
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        attack_instance.x_target_override = battle_box.x;
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        attack_instance.y_target_override = battle_box.bbox_top;
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        break;
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    case 150:
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        var attack_instance = instance_create_depth(battle_box.bbox_left - 40, battle_box.y, -100, obj_martlet_attack_splitting_feather);
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        attack_instance.x_target_override = battle_box.bbox_right + 40;
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        attack_instance.y_target_override = battle_box.y;
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        attack_instance = instance_create_depth(battle_box.x, battle_box.bbox_bottom + 40, -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.bbox_top - 40;
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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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attack_tick += 1;