action_inherited() enemy_active_check(20) if (active == 1 && frozen == 0) { image_speed = ispeed if (state == 0) { if (statetime < 11) { yVel = random_range(-1.5, -0.5) xVel = random_range(-1, 1) } else if (statetime > 10 && statetime < 60) { yVel = yVelStart xVel = xVelStart } else state = 1 } if (state == 1) { if (x < targetx) hspeed += 0.08 else hspeed -= 0.08 if (y < targety) vspeed += 0.08 else vspeed -= 0.08 speed = min(3, speed) depth = -200 } if (stun == 0) moveTo(xVel, yVel) if instance_exists(parent) { if (point_distance(oCharacter.x, (oCharacter.y - 16), parent.x, parent.y) < 320) { targetx = oCharacter.x targety = (oCharacter.y - 16) } else { targetx = parent.x targety = (parent.y - 45) } } else { targetx = randomx targety = randomy speed = min(12, speed) } } else speed = 0 if (state == 100) enemy_death() if (y > global.waterlevel && global.waterlevel != 0) enemy_death()