action_inherited() enemy_active_check(20) enemy_target_check(120, 0) if (active == 1 && frozen == 0) { if (state == 1) { xVel = (0.5 * facing) if (isCollisionRight(2) && facing == 1) facing = -1 if (isCollisionLeft(2) && facing == -1) facing = 1 if (target == 1) { if ((oCharacter.y - 8) > y) yVel = 0.1 if ((oCharacter.y - 8) < y) yVel = -0.1 } else yVel = 0 } if (stun == 0) moveTo(xVel, yVel) image_speed = 0.5 } if (state == 100) enemy_death()