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65 lines
1.4 KiB
65 lines
1.4 KiB
action_inherited()
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enemy_active_check(20)
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enemy_target_check(140, 0)
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if (active == 1 && frozen == 0)
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{
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yVel += 0.2
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if (oCharacter.y <= (y - 32) && target == 1)
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jumpheight = -4
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else
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jumpheight = -2
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if (state == 4)
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{
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if (image_index >= 3 && image_index <= 4)
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{
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y -= 1
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yVel = (jumpheight - (timer / 50))
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xVel = (1 * facing)
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}
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}
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if (isCollisionBottom(1) == 1)
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{
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yVel = 0
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if (state == 4 && image_index >= 5)
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{
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state = 1
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xVel = 0
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}
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}
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if (isCollisionRight(4) && facing == 1 && state == 1)
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{
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facing = -1
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state = 3
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}
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if (isCollisionLeft(4) && facing == -1 && state == 1)
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{
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facing = 1
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state = 3
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}
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if (state == 5 && image_index >= 4 && image_index <= 5 && canattack == 1)
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{
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projectile = instance_create(x, (y - 4), oHornoadSpit)
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projectile.vspeed = -3
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projectile.hspeed = (6 * facing)
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canattack = 0
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}
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if (stun == 0)
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moveTo(xVel, yVel)
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}
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if (state == 100)
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enemy_death()
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if (frozen == 0)
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image_speed = 0.2
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else
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image_speed = 0
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if (state == 1)
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sprite_index = sHornoadIdle
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if (state == 2)
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sprite_index = sHornoadShake
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if (state == 3)
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sprite_index = sHornoadTurn
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if (state == 4)
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sprite_index = sHornoadJump
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if (state == 5)
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sprite_index = sHornoadAttack
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