damage_number = scr_determine_damage_number_enemy("martlet", "void", "void") sound_type = 0 var random_number = irandom_range(0, 13) switch random_number { case 0: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_globe sound_type = 1 break case 1: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_shoe sound_type = 2 break case 2: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_mug sound_type = 2 break case 3: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_can sound_type = 1 break case 4: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_thingy sound_type = 2 break case 5: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_ball sound_type = 3 break case 6: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_glass sound_type = 2 break case 7: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_saw sound_type = 2 break case 8: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_idk sound_type = 1 break case 9: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_nail sound_type = 2 break case 10: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_screw sound_type = 2 break case 11: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_plank sound_type = 1 break case 12: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_radio sound_type = 3 break case 13: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_screwdriver sound_type = 2 break default: sprite_index = spr_battle_enemy_attack_martlet_wing_gust_junk_globe sound_type = 1 } image_speed = 0 image_index = 0 image_alpha = 0 image_angle = 0 image_xscale = 2 image_yscale = 2 state = 0 fall_speed = 3 fall_speed_max = 12 can_fade_out = false landing_init = false landing_count = 0 no_loop_alarm_fading_in = false while (bbox_left < (obj_dialogue_box_battle_transformation_any.bbox_left + 4)) x += 1 while (bbox_right > (obj_dialogue_box_battle_transformation_any.bbox_right - 4)) x -= 1 while (bbox_bottom < (obj_dialogue_box_battle_transformation_any.bbox_top - 10)) y += 1 while (bbox_bottom > (obj_dialogue_box_battle_transformation_any.bbox_top - 10)) y -= 1