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;