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gml_Object_obj_masterswordremix_body_a_Step_0

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1
if (transformed == false)
2
{
3
    var enemy_count = global.enemy_count;
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    var enemy_dead = global.enemy_dead;
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    var enemy_spared = global.enemy_spared;
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    if (enemy_dead == false && enemy_spared == false)
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        image_alpha = global.image_alpha_enemy_attacking;
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    if (enemy_dead == true)
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    {
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        x = starting_point_x;
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        y = starting_point_y - max_rise;
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        image_angle = 0;
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        instance_create(starting_point_x, starting_point_y - max_rise, obj_crispy_scroll_dead);
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        instance_destroy();
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        exit;
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        image_alpha = 0.5;
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    }
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    else if (enemy_spared == true)
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    {
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        sprite_index = spr_crispy_scroll_spared;
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        x = starting_point_x;
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        y = starting_point_y - max_rise;
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        image_angle = 0;
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        image_alpha = 0.5;
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        if (no_loop_create_clouds == false)
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        {
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            for (i = 0; i <= 11; i += 1)
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                instance_create(x, y, obj_spare_cloud);
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        }
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        no_loop_create_clouds = true;
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    }
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    if (damage_disjoint_count > 0)
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    {
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        damage_disjoint_count -= 1;
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    }
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    else if (enemy_dead == false && enemy_spared == false)
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    {
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        if (global.enemy_low_hp == true && global.current_hp_enemy < global.max_hp_enemy)
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            sprite_index = spr_crispy_scroll_head_critical;
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        else
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            sprite_index = spr_masterswordremix_body;
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    }
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    if (instance_exists(obj_text_damage_count) && global.fight_number == 1 && no_loop_damage_disjoint_count == false)
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    {
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        image_angle = 0;
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        time_elapsed = 10;
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        sign_modifier = -1;
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        time_elapsed_angle = 0;
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        sign_modifier_angle = 1;
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        damage_disjoint_count = 12;
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        no_loop_damage_disjoint_count = true;
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    }
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    else if (!instance_exists(obj_text_damage_count))
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    {
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        no_loop_damage_disjoint_count = false;
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    }
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    if (damage_disjoint_count == 12)
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        damage_disjoint_x = -50;
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    else if (damage_disjoint_count == 10)
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        damage_disjoint_x = 50;
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    else if (damage_disjoint_count == 8)
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        damage_disjoint_x = -20;
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    else if (damage_disjoint_count == 6)
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        damage_disjoint_x = 20;
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    else if (damage_disjoint_count == 4)
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        damage_disjoint_x = -10;
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    else if (damage_disjoint_count == 2)
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        damage_disjoint_x = 10;
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    else if (damage_disjoint_count == 0)
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        damage_disjoint_x = 0;
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    if (damage_disjoint_count > 0 || global.current_hp_enemy <= 0)
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        sprite_index = spr_crispy_scroll_dead;
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    x = draw_position_x + damage_disjoint_x;
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    y = draw_position_y + damage_disjoint_y;
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    image_angle = 0;
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    if (!(instance_exists(obj_text_damage_count) && global.fight_number == 1) && enemy_dead == false && enemy_spared == false)
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    {
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        if (instance_exists(obj_quote_battle_crispy_scroll_a) && (global.last_action_selected == "Action 1 Message 0" || global.last_action_selected == "Action 2 Message 1"))
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        {
80
            if (enemy_count == 3)
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            {
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                if ((global.enemy_dead_2 + global.enemy_spared_2 + global.enemy_dead_3 + global.enemy_spared_3) >= 2)
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                {
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                    time_increase = 2;
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                    time_increase_angle = time_increase;
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                }
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                else
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                {
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                    time_increase = 1;
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                    time_increase_angle = time_increase;
91
                }
92
            }
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            else if (enemy_count == 2)
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            {
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                if ((global.enemy_dead_2 + global.enemy_spared_2) >= 1)
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                {
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                    time_increase = 2;
98
                    time_increase_angle = time_increase;
99
                }
100
                else
101
                {
102
                    time_increase = 1;
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                    time_increase_angle = time_increase;
104
                }
105
            }
106
            else
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            {
108
                time_increase = 2;
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                time_increase_angle = time_increase;
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            }
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        }
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        else
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        {
114
            time_increase = 1;
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            time_increase_angle = time_increase;
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        }
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        sign_modifier_advance_back = sign_modifier;
118
        time_elapsed_advance_back = time_elapsed + time_elapsed_advance_increase_back;
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        if (time_elapsed_advance_back >= time_max)
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        {
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            time_elapsed_advance_back -= time_max;
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            sign_modifier_advance_back = -sign_modifier_advance_back;
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        }
124
        game_maker_cannot_do_math = power((time_elapsed_advance_back / ((time_max / 2) * (1 / sqrt(max_rise)))) - sqrt(max_rise), 2);
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        animation_disjoint_advance = sign_modifier_advance_back * (max_rise - round(game_maker_cannot_do_math));
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        advance_y_back = draw_position_y + animation_disjoint_advance;
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        sign_modifier_advance_hand = sign_modifier;
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        time_elapsed_advance_hand = time_elapsed + time_elapsed_advance_increase_hand;
129
        if (time_elapsed_advance_hand >= time_max)
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        {
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            time_elapsed_advance_hand -= time_max;
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            sign_modifier_advance_hand = -sign_modifier_advance_hand;
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        }
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        game_maker_cannot_do_math = power((time_elapsed_advance_hand / ((time_max / 2) * (1 / sqrt(max_rise)))) - sqrt(max_rise), 2);
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        animation_disjoint_advance = sign_modifier_advance_hand * (max_rise - round(game_maker_cannot_do_math));
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        advance_y_hand = draw_position_y + animation_disjoint_advance;
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        game_maker_cannot_do_math = power((time_elapsed / ((time_max / 2) * (1 / sqrt(max_rise)))) - sqrt(max_rise), 2);
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        animation_disjoint_y = sign_modifier * (max_rise - round(game_maker_cannot_do_math));
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        time_elapsed += time_increase;
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        if (time_elapsed >= time_max)
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        {
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            time_elapsed = 0;
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            sign_modifier = -sign_modifier;
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        }
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        y = draw_position_y + animation_disjoint_y;
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        if (sprite_index == spr_masterswordremix_body)
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        {
148
            game_maker_cannot_do_math = power((time_elapsed_angle / ((time_max_angle / 2) * (1 / sqrt(max_rise_angle)))) - sqrt(max_rise_angle), 2);
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            animation_disjoint_angle = sign_modifier_angle * (max_rise_angle - round(game_maker_cannot_do_math));
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            time_elapsed_angle += time_increase_angle;
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            if (time_elapsed_angle >= time_max_angle)
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            {
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                time_elapsed_angle = 0;
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                sign_modifier_angle = -sign_modifier_angle;
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            }
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            image_angle = animation_disjoint_angle;
157
        }
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        else
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        {
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            image_angle = 0;
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        }
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    }
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    else
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    {
165
        y = starting_point_y - max_rise;
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    }
167
}