if live_call() return global.live_result; damage_number = scr_determine_damage_number_enemy("martlet", "void", "void") state = 0 alarm[0] = 1 fall_speed = irandom_range(3, 5) x_point = x y_point = y starting_position_x = x starting_position_y = y animation_disjoint_x = 0 animation_disjoint_y = 0 can_move = false explosion_angle = 0 var random_number = irandom_range(1, 3) switch random_number { case 1: sprite_index = spr_battle_enemy_attack_martlet_feather_1 break case 2: sprite_index = spr_battle_enemy_attack_martlet_feather_2 break case 3: sprite_index = spr_battle_enemy_attack_martlet_feather_3 break case 4: sprite_index = spr_battle_enemy_attack_martlet_feather_4 break case 5: sprite_index = spr_battle_enemy_attack_martlet_feather_5 break default: sprite_index = spr_battle_enemy_attack_martlet_feather_1 } image_speed = 0 image_index = 0 image_alpha = 0 random_number = irandom_range(0, 1) if (random_number == 0) random_number = -1 sign_modifier = random_number time_elapsed = 0 time_max = 30 + 15 * (fall_speed - 1) time_increase = 1 max_rise = 10 * fall_speed * (irandom_range(1, 2)) time_elapsed_increase_fall = round(time_max / 3) spin_speed = 25 no_loop_spin = false attack_speed = 10 in_box = false x_list = ds_list_create() y_list = ds_list_create() angle_list = ds_list_create() max_points_trail = 10 trail_sprite = sprite_index trail_cc_max = 3 trail_cc_start = trail_cc_max - 1 trail_cc_current = -1 feather_targetted = true feather_create_count = 7