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AM2R-TimeTrials/objects/oSenjoo.object.gmx

131 lines
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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sSenjoo</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-3</depth>
<persistent>0</persistent>
<parentName>oEnemy</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>action_inherited();
myhealth = 30;
freezehp = 15;
damage = 18;
hitsound = sndEHit2;
deathsound = sndEDeath1;
platyoffset = -6;
frozenspr = sSenjooFrozen;
flipx = 0;
target = 0;
canattack = 1;
state = 1;
statetime = 0;
targetnum = 1;
alarm[0] = 1;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>targetposx[0] = x;
targetposy[0] = y;
targetposx[1] = x - offset * facing;
targetposy[1] = y - offset;
targetposx[2] = x;
targetposy[2] = y - offset * 2;
targetposx[3] = x + offset * facing;
targetposy[3] = y - offset;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>action_inherited();
enemy_active_check(20);
enemy_target_check(90, 1);
if (active == 1 &amp;&amp; stun == 0 &amp;&amp; frozen == 0) {
if (state == 1) {
x += (targetposx[targetnum] - x) / moveratio;
y += (targetposy[targetnum] - y) / moveratio;
if (statetime &gt;= movesteps) {
targetnum += 1;
if (targetnum &gt; 3) targetnum = 0;
statetime = 0;
}
}
image_speed = 0.5;
}
if (state == 100) enemy_death();
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>