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gml_Object_obj_sme_yellow_rhythm_note_geno_Create_0

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1
if (live_call())
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    return global.live_result;
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damage_number = scr_determine_damage_number_enemy
scr_determine_damage_number_enemy

function scr_determine_damage_number_enemy(arg0, arg1, arg2) { var enemy_count = global.enemy_count; if (global.battle_enemy_name_1 == arg0) return 1; else if (enemy_count >= 2 && global.battle_enemy_name_2 == arg1) return 2; else if (enemy_count >= 3 && global.battle_enemy_name_3 == arg2) return 3; else return 0; }
("el bailador", "el bailador", "el bailador");
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if (global.battle_enemy_name == "flowey")
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    damage_number = scr_determine_damage_number_enemy
scr_determine_damage_number_enemy

function scr_determine_damage_number_enemy(arg0, arg1, arg2) { var enemy_count = global.enemy_count; if (global.battle_enemy_name_1 == arg0) return 1; else if (enemy_count >= 2 && global.battle_enemy_name_2 == arg1) return 2; else if (enemy_count >= 3 && global.battle_enemy_name_3 == arg2) return 3; else return 0; }
("flowey", "flowey", "flowey");
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var generator = 3142;
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box = 3154;
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image_speed = 0;
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if (x == generator.dj_note_center_x)
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    image_index = 1;
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else if (x == generator.dj_note_right_x)
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    image_index = 2;
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else
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    image_index = 0;
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image_alpha_val = 0;
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image_alpha = image_alpha_val;
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fade_in_speed = 0.2;
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note_speed = generator.note_speed;
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note_sound = generator.note_sound;
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damage_pos_x = generator.damage_pos_x;
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damage_pos_y = generator.damage_pos_y;
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hit_extend_neg = 20;
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end_boundary = box.bbox_top + obj_sme_yellow_rhythm_generator.note_speed_numerator;
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in_hint_boundary = false;
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hint_marker_scale = 1;
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hit_marker_scale_dir = 1;
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hint_marker_alpha = 0.4;
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note_destroy = false;