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gml_Object_obj_flowey_bulletmaster_Other_11

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1
if (overtype == 1)
2
{
3
    newattack = choose(20, 21);
4
    if (newattack == attackid[1])
5
        newattack = choose(20, 21);
6
}
7
if (overtype == 0)
8
{
9
    newattack = choose(1, 2, 3, 4, 5, 6, 7, 8, 9);
10
    if (newattack == attackid[1] || newattack == attackid[2])
11
        newattack = choose(1, 2, 3, 4, 5, 6, 7, 8, 9);
12
    if (newattack == attackid[1] || newattack == attackid[2])
13
        newattack = choose(1, 2, 3, 4, 5, 6, 7, 8, 9);
14
}
15
if (global.battlephase == 0)
16
{
17
    newattack = choose(1, 2, 3, 4, 9);
18
    if (newattack == attackid[1] || newattack == attackid[2])
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        newattack = choose(1, 2, 3, 4, 9);
20
    if (newattack == attackid[1] || newattack == attackid[2])
21
        newattack = choose(1, 2, 3, 4, 9);
22
}
23
if (global.battlephase == 1)
24
{
25
    newattack = choose(3, 5, 6, 7, 8);
26
    if (newattack == attackid[1] || newattack == attackid[2])
27
        newattack = choose(3, 5, 6, 7, 8);
28
    if (newattack == attackid[1] || newattack == attackid[2])
29
        newattack = choose(3, 5, 6, 7, 8);
30
}
31
if (global.battlephase == 6 && unhinged == 0)
32
    newattack = choose(23, 22);
33
ourattack = instance_create(x, y, obj_fx_bgen);
34
ourattack.attack = newattack;
35
attackid[2] = attackid[1];
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attackid[1] = attackid[0];
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attackid[0] = newattack;
38
active = 1;
39
attacktimermax = 150;
40
if (newattack == 1)
41
    attacktimermax = 90 + floor(random(30));
42
if (newattack == 2)
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    attacktimermax = 80 + floor(random(25));
44
if (newattack == 3)
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    attacktimermax = 70 + floor(random(25));
46
if (newattack == 4)
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    attacktimermax = 110;
48
if (newattack == 5)
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    attacktimermax = 110;
50
if (newattack == 6)
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    attacktimermax = 130;
52
if (newattack == 7)
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    attacktimermax = 130;
54
if (newattack == 8)
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    attacktimermax = 110;
56
if (newattack == 9)
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    attacktimermax = 95;
58
if (newattack == 20)
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    attacktimermax = 90;
60
if (newattack == 21)
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    attacktimermax = 90;
62
if (newattack == 22)
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    attacktimermax = 80;
64
if (newattack == 22)
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    attacktimermax = 100;
66
if (unhinged == 1)
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{
68
    attacktimermax -= 10;
69
    if (newattack == 9)
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        attacktimermax = 95;
71
}
72
attacktimer = 0;