if (live_call()) return global.live_result; var battle_box = 3154; 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: var 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: var 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: var 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: var 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: var 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: var 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: var 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: var 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: 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_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: var 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: 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_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: var 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: var 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: var 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;