action_inherited() enemy_active_check(20) enemy_target_check(90, 1) if (active == 1 && stun == 0 && frozen == 0) { if (state == 0) { sprite_index = sAutrack image_index = 0 image_speed = 0 if target { state = 1 statetime = 0 } } if (state == 1) { if (image_index < 6) image_index += 0.5 if (statetime > 20) { state = 2 statetime = 0 sprite_index = sAutrackAttack image_index = 0 } } if (state == 2) { if (image_index < 3) image_index += 0.5 if (statetime == 12) event_user(1) if (statetime >= 16) { state = 3 statetime = 0 sprite_index = sAutrack image_index = 5 } } if (state == 3) { if (image_index > 0) image_index -= 0.5 else state = 0 } } if (stun && state == 2 && statetime == 12) statetime = 13 if (state == 100) { enemy_death() repeat (10) instance_create(x, (y - 10), oDebris) }