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- //CREATE
- monsters_max = 0;
- action = 1;
- global.turn = global.firstshoot;
- global.turn_enemy = 0;
- global.turn_player = 0;
- globalvar monsters;
- globalvar monsterTypes;
- switch (global.dungeon) and action = 1
- {
- case 1:
- monsters_max = choose(0, 1, 2, 3);
- for(i = 0; i < monsters_max; i += 1)
- {
- monsterTypes[i] = choose(ob_eslime, ob_eslime, ob_eslime);
- monsters[i] = instance_create(0, 0, monsterTypes[i]);
- }
- action=0
- break;
- }
- playerTarget = 0;
- //STEP
- if keyboard_check_pressed(global.key_left)
- {
- do
- {
- playerTarget -= 1;
- if playerTarget < 0
- {
- playerTarget = 0;
- }
- if playerTarget > monsters_max
- {
- playerTarget = monsters_max;
- }
- } until (instance_exists(monsters[playerTarget]))
- }
- if keyboard_check_pressed(global.key_right)
- {
- do
- {
- playerTarget += 1;
- if playerTarget < 0
- {
- playerTarget = 0;
- }
- if playerTarget > monsters_max
- {
- playerTarget = monsters_max;
- }
- } until (instance_exists(monsters[playerTarget]))
- }
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