if (collectable == 1 && state != 6) { global.missiles += 2 if (global.missiles > global.maxmissiles) global.missiles = global.maxmissiles PlaySoundMono(sndAbsorbX) instance_create(oCharacter.x, (oCharacter.y - (oCharacter.sprite_height / 2)), oAbsorbX) oAbsorbX.color = 2 state = 6 statetime = 0 relativeX = (x - oCharacter.x) relativeY = (y - (oCharacter.y - (oCharacter.sprite_height / 2))) }