action_inherited() canbeX = 0 enemy_active_check(18) enemy_target_check(120, 0) if (active == 1 && frozen == 0) { if (state == 1) { xVel = (1.5 * facing) if (isCollisionRight(2) && facing == 1) facing = -1 if (isCollisionLeft(2) && facing == -1) facing = 1 if (target == 1) { if ((oCharacter.y - 16) > y) yVel = 0.2 if ((oCharacter.y - 16) < y) yVel = -0.2 } else yVel = 0 } if (stun == 0) moveTo(xVel, yVel) } if (state == 100) { enemy_death() repeat (4) instance_create(x, y, oDebris) obj = instance_create((x - 4), y, oTPO2) obj.vspeed = -2 obj = instance_create((x + 4), y, oTPO2) obj.vspeed = 2 }