sYumbo 0 -1 -3 0 oEnemy <undefined> 1 603 7 0 0 -1 2 self 0 0 1 action_inherited(); makeActive(); setCollisionBounds(-4, -4, 4, 0); myhealth = 5; damage = 2; hitsound = sndEHit1; deathsound = sndEDeath2; platyoffset = -4; frozenspr = sYumboFrozen; target = 0; canattack = 1; freezetime = 400; state = 1; alarm[0] = 60 + random(120); alarm[1] = 90 + random(120); alarm[3] = 4; 1 603 7 0 0 -1 2 self 0 0 1 alarm[3] = 5; if (state == 4 && frozen == 0) { spark = instance_create(x+(2*facing), y-1, oFXTrail); spark.sprite_index = sYumboSpark; spark.additive = 1; spark.image_alpha = 1; spark.fadespeed = 0.1; spark.image_xscale = facing; spark.depth = -5; spark.hspeed = xVel / 2; spark.image_speed = 1; } 1 603 7 0 0 -1 2 self 0 0 1 if (state == 4) state = 1; 1 603 7 0 0 -1 2 self 0 0 1 alarm[1] = 60 + random(120); if (frozen == 0) { if (state == 3) { state = 4; } if (state == 1 && target == 1 && global.difficulty == 2) state = 3; } 1 603 7 0 0 -1 2 self 0 0 1 alarm[0] = 60 + random(320); if (state == 1 && frozen == 0) { facing = -facing; state = 2; image_index = 0; } 1 603 7 0 0 -1 2 self 0 0 1 action_inherited(); enemy_active_check(20); enemy_target_check(180, 0); if (frozen == 0) { if (active == 1) { if (state == 1) { xVel = 1 * facing; yVel = 0; image_angle = 0; if (isCollisionRight(2) && facing == 1) { facing = -1; state = 2; image_index = 0; } if (isCollisionLeft(2) && facing == -1) { facing = 1; state = 2; image_index = 0; } } if (state == 2) xVel *= 0.7; if (state == 3) { xVel *= 0.9; image_angle = point_direction(x, y, oCharacter.x, oCharacter.y - 16) + 180 * (facing == -1); if (y > oCharacter.y - 26) yVel = -2; if (y < oCharacter.y - 26) yVel = 2; if (y > oCharacter.y - 30 && y < oCharacter.y - 20) { sfx_play(sndYumboDash); state = 4; alarm[2] = 60; } if (target == 0) state = 1; } if (state == 4) { image_angle = 0; xVel = 3 * facing; yVel = 0; if (isCollisionRight(4) || isCollisionLeft(4)) state = 1; } if (stun == 0) moveTo(xVel, yVel); } // if (active == 1) if (active == 0 && state == 4) state = 1; if (state == 1) { sprite_index = sYumbo; image_speed = 0.5; } if (state == 2) { sprite_index = sYumboTurn; image_speed = 0.2; } if (state == 3) { sprite_index = sYumbo; image_speed = 0.5; } if (state == 4) { sprite_index = sYumbo; image_speed = 1; } } // if (frozen == 0) if (state == 100) enemy_death(); 1 603 7 0 0 -1 2 self 0 0 1 if (state == 2) state = 1; 0 0 0 0.5 0.100000001490116 0 0.100000001490116 0.100000001490116 0.200000002980232 -1 -1