if live_call() return global.live_result; var battle_box = obj_dialogue_box_battle_transformation_any switch round(attack_tick) { case 30: instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block) break case 38: instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) break case 46: instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block) instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) break case 54: instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) break case 75: var block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_glass) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_glass) block.direction = 0 break case 85: instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) break case 95: block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_glass) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_glass) block.direction = 180 break case 110: var arrow = instance_create_depth((battle_box.bbox_left + 15), (battle_box.bbox_top - 64), -100, obj_martlet_attack_block_arrow) arrow.arrow_dir = 180 arrow = instance_create_depth((battle_box.bbox_left + 67), (battle_box.bbox_top - 64), -100, obj_martlet_attack_block_arrow) arrow.arrow_dir = 0 break case 120: block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) block.direction = 180 break case 126: block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) block.direction = 180 break case 160: block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) block.direction = 180 break case 166: block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass) block.direction = 180 break case 172: block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt) block.direction = 180 block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) block.direction = 180 break case 190: block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_arrow) block.direction = 180 block.arrow_dir = 90 block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_arrow) block.direction = 180 block.arrow_dir = 90 block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_arrow) block.direction = 180 block.arrow_dir = 180 block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_arrow) block.direction = 180 block.arrow_dir = 180 break case 220: block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) block.direction = 0 break case 226: block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_glass) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) block.direction = 0 break case 260: block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) block.direction = 0 break case 266: block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_glass) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) block.direction = 0 break case 272: block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) block.direction = 0 break case 278: block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) block.direction = 0 break case 284: block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass) block.direction = 0 block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_glass) block.direction = 0 break case 350: instance_destroy() break } attack_tick += 1