Files
AM2R-Community-Updates/objects/oMOmega2.object.gmx
2020-12-22 20:54:55 -06:00

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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>sMOmega_Body</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>oMOmega</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>canbeX = 0;
omega_head = sMOmega_Head; //ds_map_find_value(global.omega_types, room);
omega_head_roar = asset_get_index(sprite_get_name(omega_head) + "_Roar");
roar_frame = 0;
if(omega_head == sMOmega_Head_Fusion) omega_body = sMOmega_Body_Spines;
else omega_body = sMOmega_Body;
makeActive();
setCollisionBounds(-10, -30, 10, 46);
myhealth = 350; // 320 previously
myhealth = global.mod_omegahealth;
flashing = 0;
stunned = 0;
fxtimer = 0;
canbehit = 1;
hpush = 7;
vpush = -3;
damage = 100;
damage = global.mod_omegadamage;
damagedealt = 0;
givebackhp = 300;
starthealth = myhealth;
hits_taken = 0;
roaring = 0;
limit_right = 448;
limit_left = 192;
targetx2 = room_width / 2;
target_mode = 0;
mask_obj = instance_create(x, y, oMOmegaMask);
mask2_obj = instance_create(x, y, oMOmegaMask2);
mask3_obj = instance_create(x, y, oMOmegaMask3);
mask4_obj = instance_create(x, y, oMOmegaMask4);
grab_obj = -4;
surf = surface_create(200, 160);
surf_x = 100;
surf_y = 100;
image_speed = 0;
facing = 1;
state = 0;
statetime = 0;
xoff = 0;
yoff = 0;
body_spr = omega_body;
body_frame = 0;
body_x = 0;
body_y = 0;
body_angle = 0;
body_angle_base = 0;
body_target_angle = 0;
body_angle_max = 25;
body_angle_min = -35;
body_shake = 0;
eyes_frame = -1;
eyes_close = 0;
head_obj = instance_create(x, y, oMOmegaHead);
head_spr = omega_head;
head_follow = 1;
head_frame = 0;
head_x = 0;
head_y = 0;
head_xoff = 0;
head_yoff = 0;
head_len = 72;
head_dir = 44;
head_angle = 0;
head_target_angle = 0;
head_angle_max = 45;
head_angle_min = -45;
head_shake = 0;
mouth_x = 0;
mouth_y = 0;
mouth_len = 21;
mouth_dir = -77;
farm_spr = sMOmega_FArm;
farm_frame = 0;
farm_x = 0;
farm_y = 0;
farm_xoff = 0;
farm_len = 37;
farm_dir = 55;
farm_shake = 0;
barm_spr = sMOmega_BArm;
barm_frame = 0;
barm_x = 0;
barm_y = 0;
barm_xoff = 0;
barm_len = 48;
barm_dir = 35;
barm_shake = 0;
fleg_spr = sMOmega_FLeg;
fleg_frame = 0;
fleg_x = 0;
fleg_y = 0;
fleg_xoff = 0;
fleg_yoff = 0;
fleg_shake = 0;
bleg_spr = sMOmega_BLeg;
bleg_frame = 0;
bleg_x = 0;
bleg_y = 0;
bleg_xoff = 0;
bleg_yoff = 0;
bleg_shake = 0;
legx = 0;
legy = 0;
tail = instance_create(x, y, oMOmegaTail);
tail_len = 17;
tail_dir = 163;
targetx = 0;
targety = 0;
alarm[9] = 1;
dmg = 0;
flashtime = 0;
laststate = 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="1" 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>event_user(2);
with (tail) instance_destroy();
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="11">
<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>repeat (10) {
expl = instance_create(x - 16 + random(32), y - 16 + random(32), oFXAnimSpark);
expl.image_speed = 0.5 + random(0.5);
expl.additive = 0;
expl.sprite_index = sExpl1;
expl.direction = random(360);
expl.speed = 2 + random(1);
}
with (tail) instance_destroy();
make_explosion4(x, y);
instance_create(x, y, oScreenFlash);
sfx_play(sndMissileExpl);
mus_current_fadein();
if (oControl.mod_insanitymode == 0 || (global.difficulty &lt; 2 &amp;&amp; oControl.mod_insanitymode == 1)) {
if (damagedealt &gt; givebackhp) damagedealt = givebackhp;
monster_spawn_powerups(x, y, floor(damagedealt / 20), floor(starthealth / 10 / 2));
}
instance_destroy();
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="10">
<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>expl = instance_create(x - 40 + random(80), y - 5 + random(40), oFXAnimSpark);
expl.image_speed = 0.5;
expl.additive = 0;
expl.sprite_index = sExpl1;
expl.image_xscale = 0.5;
expl.image_yscale = 0.5;
alarm[10] = 5;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="9">
<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>if (global.metdead[myid] &gt; 0) {
event_user(2);
with (tail) instance_destroy();
instance_destroy();
}
</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>var prj;
prj = instance_create(x - surf_x + mouth_x, y - surf_y + mouth_y, oMOmegaFlame);
prj.speed = 5;
prj.direction = body_angle + (head_dir + mouth_dir) * facing + head_angle;
if (facing == -1) prj.direction += 180;
if (state == 5) {
if (statetime &lt; 50) alarm[0] = 3;
}
else if (state == 6) {
if (statetime &lt; 160) alarm[0] = 3;
}
else if (state == 11) {
if (statetime &lt; 80) alarm[0] = 3;
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="2">
<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>event_user(10);
if (instance_exists(head_obj)) {
head_obj.x = x - surf_x + xoff + head_x;
head_obj.y = y - surf_y + yoff + head_y;
head_obj.facing = facing;
head_obj.image_angle = body_angle + head_angle;
head_obj.image_xscale = facing;
}
if (instance_exists(mask_obj)) {
mask_obj.x = x + xoff;
mask_obj.y = y + yoff;
mask_obj.image_xscale = facing;
mask_obj.image_angle = image_angle;
}
if (instance_exists(mask2_obj)) {
mask2_obj.x = x + xoff;
mask2_obj.y = y + yoff;
mask2_obj.image_xscale = facing;
mask2_obj.image_angle = image_angle;
}
if (instance_exists(mask3_obj)) {
mask3_obj.x = x + xoff;
mask3_obj.y = y + yoff;
mask3_obj.image_xscale = facing;
mask3_obj.image_angle = image_angle;
}
if (instance_exists(mask4_obj)) {
mask4_obj.x = x + xoff;
mask4_obj.y = y + yoff;
}
if (instance_exists(tail)) {
tail.facing = facing;
tail.x = x + lengthdir_x(tail_len * facing, body_angle + tail_dir * facing);
tail.y = y + yoff + lengthdir_y(tail_len * facing, body_angle + tail_dir * facing);
}
if (instance_exists(grab_obj)) {
grab_obj.x = x + 70 * facing;
grab_obj.y = y;
}
</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>var slash_dist, msl, tl;
slash_dist = 130;
// Target set
if (target_mode == 0) {
targetx = oCharacter.x;
targety = oCharacter.y;
} else if (target_mode == 1) {
targetx = targetx2;
targety = y;
}
// Limits/changes
if (target_mode == 0 &amp;&amp; (facing == 1 &amp;&amp; x &gt; limit_right || facing == -1 &amp;&amp; x &lt; limit_left)) target_mode = 1;
image_xscale = facing;
// States
// Gravity?
if (isCollisionBottom(1) == 0) {
yVel += 0.2;
} else if (yVel &gt; 0) yVel = 0;
// Standing
if (state == 0) {
body_frame = 0;
head_frame = 0;
fleg_spr = sMOmega_FLeg;
bleg_spr = sMOmega_BLeg;
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
head_spr = omega_head;
bleg_frame = 0;
fleg_frame = 0;
farm_frame = 0;
barm_frame = 0;
yoff = 0;
head_follow = 1;
if (point_distance(x, y, oCharacter.x, y) &lt; (160 + (oControl.widescreen_space/2))) event_user(1);
if (instance_exists(oMissile)) {
msl = instance_nearest(x, y, oMissile);
if (distance_to_object(msl) &lt; 60) event_user(1);
}
if (instance_exists(oBeam)) {
msl = instance_nearest(x, y, oBeam);
if (distance_to_object(msl) &lt; 60) event_user(1);
}
if (statetime == 520 || statetime == 1200) eyes_close = 15;
}
// Walking
if (state == 1) {
if (statetime == 0) {
body_target_angle = -10;
fleg_spr = sMOmega_FLeg_Walk;
bleg_spr = sMOmega_BLeg_Walk;
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
head_spr = omega_head;
bleg_frame = 0;
fleg_frame = 0;
farm_frame = 0;
barm_frame = 0;
yoff = 0;
head_yoff = 0;
head_follow = 1;
head_frame = 0;
}
// Swap to turn state
if (targetx &lt; x &amp;&amp; facing == 1 || targetx &gt;= x &amp;&amp; facing == -1 &amp;&amp; statetime == 40) &amp;&amp; !(oCharacter.y &gt; 400) {
state = 2;
statetime = 0;
}
// X offsets
if (facing == 1 &amp;&amp; isCollisionRight(50) == 0 || facing == -1 &amp;&amp; isCollisionLeft(50) == 0) {
if (statetime == 3) x += 3 * facing;
if (statetime == 5) x += 3 * facing;
if (statetime == 8) x += 3 * facing;
if (statetime == 11) x += 3 * facing;
if (statetime == 13) x += 3 * facing;
if (statetime == 15) x += 3 * facing;
if (statetime == 18) x += 3 * facing;
if (statetime == 20) x += 4 * facing;
if (statetime == 23) x += 4 * facing;
if (statetime == 25) x += 4 * facing;
if (statetime == 28) x += 4 * facing;
if (statetime == 30) x += 4 * facing;
if (statetime == 32) x += 2 * facing;
if (statetime == 36) x += 2 * facing;
if (statetime == 44) x += 2 * facing;
}
// Step sound
if (fleg_frame &gt;= 3 &amp;&amp; fleg_frame &lt; 3.25 || fleg_frame &gt;= 14 &amp;&amp; fleg_frame &lt; 14.25) {
sfx_play(sndMZetaFootstep);
screen_shake(5, 2);
farm_frame = 3;
}
if (farm_frame &gt; 0) farm_frame -= 0.25;
barm_frame = farm_frame;
fleg_frame = anim_frame_cycle(fleg_spr, fleg_frame, 0.4);
if (fleg_frame &lt; 13) bleg_frame = fleg_frame;
// Walk animation
// Yes, this could be optimized further. No, I don't want to risk screwing up Doc's code.
switch(floor(fleg_frame)) {
case 0: {
yoff = 0;
head_yoff = 0;
farm_frame = 0;
barm_frame = 0;
break;
}
case 1: {
yoff = -1;
head_yoff = 0;
farm_frame = 0;
barm_frame = 0;
break;
}
case 2: {
yoff = -2;
head_yoff = 0;
farm_frame = 0;
barm_frame = 0;
break;
}
case 3:
case 4: {
yoff = -3;
head_yoff = 0;
farm_frame = 0;
barm_frame = 0;
break;
}
case 5: {
yoff = -2;
head_yoff = 0;
farm_frame = 0;
barm_frame = 0;
break;
}
case 6: {
yoff = -1;
head_yoff = 1;
farm_frame = 1;
barm_frame = 1;
break;
}
case 7: {
yoff = 0;
head_yoff = 2;
farm_frame = 2;
barm_frame = 2;
break;
}
case 8: {
yoff = -1;
head_yoff = 2;
farm_frame = 2;
barm_frame = 2;
break;
}
case 9: {
yoff = -2;
head_yoff = 1;
farm_frame = 1;
barm_frame = 1;
break;
}
case 10: {
yoff = -3;
head_yoff = 1;
farm_frame = 1;
barm_frame = 1;
break;
}
case 11: {
yoff = -2;
head_yoff = 0;
farm_frame = 0;
barm_frame = 0;
break;
}
case 12: {
yoff = -1;
head_yoff = 0;
farm_frame = 0;
barm_frame = 0;
break;
}
case 13: {
bleg_spr = sMOmega_BLeg;
bleg_frame = 0;
bleg_xoff = 8;
yoff = 0;
head_yoff = 0;
break;
}
case 14: {
yoff = 0;
head_yoff = 0;
farm_frame = 0;
barm_frame = 0;
bleg_xoff = 6;
break;
}
case 15: {
yoff = 0;
head_yoff = 0;
farm_frame = 0;
barm_frame = 0;
bleg_xoff = 4;
break;
}
case 16: {
yoff = 0;
head_yoff = 0;
farm_frame = 0;
barm_frame = 0;
bleg_xoff = 2;
break;
}
case 17: {
yoff = 0;
head_yoff = 1;
farm_frame = 1;
barm_frame = 1;
bleg_xoff = 0;
break;
}
}
// bootleg switch statement removed and replaced with legit switch statement, restorable via old repos as Omegas haven't been touched.
// Attack
if (statetime == 43) {
// Choose attack
state = choose(3, 6, 7, 20, 20);
if (laststate == 1) {
state = choose(3, 7, 20, 20);
}
statetime = 0;
// Don't stomp if oCharacter is very far
if (state == 7 &amp;&amp; point_distance(x, y, oCharacter.x, y) &gt; 280) state = 3;
if (oCharacter.y &gt; y &amp;&amp; point_distance(x, y, oCharacter.x, y) &lt; slash_dist &amp;&amp; (oCharacter.x &gt; x &amp;&amp; facing == 1 || oCharacter.x &lt; x &amp;&amp; facing == -1)) state = 10;
if (target_mode == 1) {
// Turn around, otherwise jump?
if (facing == -1 &amp;&amp; x &lt; room_width / 2 || facing == 1 &amp;&amp; x &gt;= room_width / 2) {
state = 2;
} else state = 7;
}
if ((oCharacter.y &lt; (y-48)) &amp;&amp; (oCharacter.state == 27) &amp;&amp; (abs(oCharacter.x-x) &lt;= 144) &amp;&amp; (oCharacter.x &gt; 64) &amp;&amp; (oCharacter.x &lt; (room_width-64))) { // Spiderball target state
if (abs(oCharacter.x-x) &lt;= 48) { // if player is directly above, YEET INTO THE AIR
state = 7;
statetime = 0;
}
else if (sign(oCharacter.x-x) == facing) { // zap them!
state = 11;
statetime = 0;
}
else { // unless they're behind us, then turn and ZAPPEROO!
state = 2;
statetime = 0;
}
}
if (state == 6) {
laststate = 1;
}
else laststate = 0;
if (oCharacter.y &gt; 400) || (oCharacter.x &lt; 48) || (oCharacter.x &gt; 592) {
/*if (((oCharacter.x - 320) &lt; 0) &amp;&amp; (facing == 1)) || (((oCharacter.x - 320) &gt; 0) &amp;&amp; (facing == -1)) {
state = 2;
}*/
//if (oCharacter.x &gt; 400) {
if (facing == -1) {
state = 2;
} else if (distance_to_point(592, y) &gt; 48) {
state = 1;
} else {
state = 12;
}
//}
}
}
}
// Turn around
if (state == 2) {
if (statetime == 0) {
body_frame = 0;
body_target_angle = 0;
head_target_angle = 0;
yoff = 0;
head_yoff = 0;
bleg_frame = 0;
fleg_frame = 0;
farm_frame = 0;
barm_frame = 0;
head_follow = 0;
sfx_play(sndMOmegaBreathe);
}
if (statetime &gt; 0) {
if (head_frame &lt; 2.5) head_frame += 0.25;
}
if (statetime == 10) {
body_spr = sMOmega_Body_Turn;
fleg_spr = -4;
bleg_spr = -4;
farm_spr = -4;
barm_spr = -4;
head_xoff = -20;
}
if (statetime == 14) facing *= -1;
if (statetime &gt;= 18) {
body_spr = omega_body;
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
fleg_spr = sMOmega_FLeg;
bleg_spr = sMOmega_BLeg;
head_xoff = 0;
if (head_frame &gt; 0) head_frame -= 0.25;
}
if (statetime == 22) {
if (random(1) &lt; 0.5) {
state = 1;
statetime = -1;
} else {
state = 20;
statetime = 0;
}
// Slash attack
if (oCharacter.y &gt; y &amp;&amp; point_distance(x, y, oCharacter.x, y) &lt; slash_dist &amp;&amp; (oCharacter.x &gt; x &amp;&amp; facing == 1 || oCharacter.x &lt; x &amp;&amp; facing == -1)) {
state = 10;
statetime = 0;
}
else if (oCharacter.y &lt; y-48 &amp;&amp; oCharacter.state == 27 &amp;&amp; abs(oCharacter.x-x) &lt;= 144) { // Spiderball target state
if (abs(oCharacter.x-x) &lt;= 48) { // if player is directly above, walk
state = 7;
statetime = -1;
}
else { // zap them!
state = 11;
statetime = -1;
}
}
if (oCharacter.y &gt; 400) {
state = 1;
statetime = -1;
}
}
} // Crouch before horizontal jump.
if (state == 3) {
if (statetime == 0) {
body_frame = 0;
head_frame = 0;
body_target_angle = -35;
fleg_spr = sMOmega_FLeg_Crouch;
bleg_spr = sMOmega_BLeg_Crouch;
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
head_spr = omega_head;
bleg_frame = 0;
fleg_frame = 0;
farm_frame = 0;
barm_frame = 0;
yoff = 0;
head_follow = 1;
xVel = 0;
yVel = 0;
sfx_play(sndMOmegaAttack);
roaring = 60;
}
fleg_frame = anim_frame(fleg_spr, fleg_frame, 0.5);
bleg_frame = fleg_frame;
farm_frame = anim_frame(farm_spr, farm_frame, 0.5);
barm_frame = farm_frame;
if (floor(fleg_frame) == 0) yoff = 0;
if (floor(fleg_frame) == 1) yoff = 2;
if (floor(fleg_frame) == 2) yoff = 4;
if (floor(fleg_frame) == 3) yoff = 6;
if (floor(fleg_frame) == 4) yoff = 8;
if (floor(fleg_frame) == 5) yoff = 10;
if (floor(fleg_frame) == 6) yoff = 12;
if (floor(fleg_frame) == 7) yoff = 14;
if (floor(fleg_frame) == 8) yoff = 16;
if (floor(fleg_frame) == 9) yoff = 18;
if (statetime == 40) {
state = 4;
statetime = 0;
}
} // Horizontal jump.
if (state == 4) {
if (statetime == 0) {
body_frame = 0;
head_frame = 0;
body_target_angle = -30;
fleg_spr = sMOmega_FLeg_Jump;
bleg_spr = sMOmega_BLeg_Jump;
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
head_spr = omega_head;
bleg_frame = 0;
fleg_frame = 0;
farm_frame = 0;
barm_frame = 0;
yoff = 0;
head_follow = 1;
yVel = -2;
xVel = 6 * facing;
sfx_play(sndMZetaJump);
grab_obj = instance_create(x, y, oMOmegaGrab);
}
fleg_frame = anim_frame(fleg_spr, fleg_frame, 0.5);
bleg_frame = fleg_frame;
if (isCollisionBottom(1) &gt; 0 &amp;&amp; statetime &gt; 10) {
state = 5;
statetime = 0;
with (grab_obj) instance_destroy();
}
if (xVel &gt; 0 &amp;&amp; isCollisionRight(80) || xVel &lt; 0 &amp;&amp; isCollisionLeft(80)) xVel = 0;
//if (oCharacter.state == 52) { } no purpose in leaving this here. Why, YAL?
}
// Landing
if (state == 5) {
if (statetime == 0) {
body_frame = 0;
head_frame = 0;
body_target_angle = -35;
fleg_spr = sMOmega_FLeg_Crouch;
bleg_spr = sMOmega_BLeg_Crouch;
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
head_spr = omega_head;
bleg_frame = 9;
fleg_frame = 9;
farm_frame = 8;
barm_frame = 8;
yoff = 0;
head_follow = 0;
head_target_angle = -30 * facing;
yVel = 0;
sfx_play(sndMZetaLand);
make_smoke_explosion(x, y + 41);
make_smoke_explosion(x + 10, y + 41);
make_smoke_explosion(x - 10, y + 41);
screen_shake(8, 3);
eyes_close = 15;
}
xVel *= 0.6;
if (statetime &lt; 10) body_frame = anim_frame(body_spr, body_frame, 0.5);
if (statetime == 30 &amp;&amp; oCharacter.state == 40 &amp;&amp; point_distance(x, y, oCharacter.x, y) &lt; 150 &amp;&amp; (facing == 1 &amp;&amp; oCharacter.x &gt; x || facing == -1 &amp;&amp; oCharacter.x &lt; x)) {
alarm[0] = 1;
head_target_angle = 40 * facing;
sfx_play(sndMOmegaFlame);
roaring = 30;
}
if (statetime &gt;= 30) {
fleg_frame = anim_frame(fleg_spr, fleg_frame, -0.5);
bleg_frame = fleg_frame;
farm_frame = anim_frame(farm_spr, farm_frame, -0.25);
barm_frame = farm_frame;
}
if (statetime == 40) body_target_angle = 0;
if (statetime &gt; 55) body_frame = anim_frame(body_spr, body_frame, -0.2);
if (floor(fleg_frame) == 0) yoff = 0;
if (floor(fleg_frame) == 1) yoff = 2;
if (floor(fleg_frame) == 2) yoff = 4;
if (floor(fleg_frame) == 3) yoff = 6;
if (floor(fleg_frame) == 4) yoff = 8;
if (floor(fleg_frame) == 5) yoff = 10;
if (floor(fleg_frame) == 6) yoff = 12;
if (floor(fleg_frame) == 7) yoff = 14;
if (floor(fleg_frame) == 8) yoff = 16;
if (floor(fleg_frame) == 9) yoff = 18;
if (floor(body_frame) == 0) oMOmegaMask.image_index = 0;
if (floor(body_frame) &gt; 0) oMOmegaMask.image_index = 1;
if (statetime == 70) {
event_user(3);
state = 1;
statetime = -1;
if (oCharacter.y &gt; y &amp;&amp; point_distance(x, y, oCharacter.x, y) &lt; slash_dist &amp;&amp; (oCharacter.x &gt; x &amp;&amp; facing == 1 || oCharacter.x &lt; x &amp;&amp; facing == -1)) {
state = 10;
statetime = 0;
}
}
}
// Begin flame
if (state == 6) {
if (statetime == 0) {
body_frame = 0;
head_frame = 0;
body_target_angle = -35;
fleg_spr = sMOmega_FLeg_Crouch;
bleg_spr = sMOmega_BLeg_Crouch;
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
head_spr = omega_head;
bleg_frame = 0;
fleg_frame = 0;
farm_frame = 0;
barm_frame = 0;
yoff = 0;
head_follow = 0;
head_target_angle = -30 * facing;
xVel = 0;
yVel = 0;
alarm[0] = 110;
sfx_play(sndMOmegaBreathe);
}
if (statetime &lt; 110) {
fleg_frame = anim_frame(fleg_spr, fleg_frame, 0.25);
bleg_frame = fleg_frame;
}
if (statetime == 110) {
roaring = 60;
head_target_angle = 40 * facing;
body_target_angle = 30;
sfx_play(sndMOmegaFlame);
}
if (statetime &gt;= 110) {
fleg_frame = anim_frame(fleg_spr, fleg_frame, -0.25);
bleg_frame = fleg_frame;
}
if (statetime == 130) head_target_angle = -30 * facing;
if (statetime == 210) {
event_user(3);
state = 1;
statetime = -1;
}
if (floor(fleg_frame) == 0) yoff = 0;
if (floor(fleg_frame) == 1) yoff = 2;
if (floor(fleg_frame) == 2) yoff = 4;
if (floor(fleg_frame) == 3) yoff = 6;
if (floor(fleg_frame) == 4) yoff = 8;
if (floor(fleg_frame) == 5) yoff = 10;
if (floor(fleg_frame) == 6) yoff = 12;
if (floor(fleg_frame) == 7) yoff = 14;
if (floor(fleg_frame) == 8) yoff = 16;
if (floor(fleg_frame) == 9) yoff = 18;
}
// Vertical jump crouch
if (state == 7) {
if (statetime == 0) {
body_frame = 0;
head_frame = 0;
body_target_angle = -35;
fleg_spr = sMOmega_FLeg_Crouch;
bleg_spr = sMOmega_BLeg_Crouch;
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
head_spr = omega_head;
bleg_frame = 0;
fleg_frame = 0;
farm_frame = 0;
barm_frame = 0;
yoff = 0;
head_follow = 1;
xVel = 0;
yVel = 0;
}
fleg_frame = anim_frame(fleg_spr, fleg_frame, 0.5);
bleg_frame = fleg_frame;
if (floor(fleg_frame) == 0) yoff = 0;
if (floor(fleg_frame) == 1) yoff = 2;
if (floor(fleg_frame) == 2) yoff = 4;
if (floor(fleg_frame) == 3) yoff = 6;
if (floor(fleg_frame) == 4) yoff = 8;
if (floor(fleg_frame) == 5) yoff = 10;
if (floor(fleg_frame) == 6) yoff = 12;
if (floor(fleg_frame) == 7) yoff = 14;
if (floor(fleg_frame) == 8) yoff = 16;
if (floor(fleg_frame) == 9) yoff = 18;
if (statetime == 30) {
state = 8;
statetime = 0;
}
}
// Vertical jump
if (state == 8) {
if (statetime == 0) {
body_frame = 0;
head_frame = 0;
body_target_angle = 30;
fleg_spr = sMOmega_FLeg_Jump;
bleg_spr = sMOmega_BLeg_Jump;
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
head_spr = omega_head;
bleg_frame = 0;
fleg_frame = 0;
farm_frame = 0;
barm_frame = 0;
yoff = 0;
head_follow = 1;
yVel = -4.6;
xVel = 1 * facing;
sfx_play(sndMZetaJump);
if (target_mode == 1) xVel = 5 * facing;
}
fleg_frame = anim_frame(fleg_spr, fleg_frame, 0.5);
bleg_frame = fleg_frame;
if (statetime &gt; 20) body_target_angle -= 2;
if (statetime &gt; 20) yVel += 0.5;
if (isCollisionBottom(1) &gt; 0 &amp;&amp; statetime &gt; 10) {
state = 5;
statetime = -1;
screen_shake(30, 5);
instance_create(x, y + 41, oMOmegaGroundHit);
}
}
// Slash attack!
if (state == 10) {
if (statetime == 0) {
body_frame = 0;
head_frame = 0;
body_target_angle = -5;
fleg_spr = sMOmega_FLeg_Crouch;
bleg_spr = sMOmega_BLeg_Crouch;
farm_spr = sMOmega_FArm_Slash;
barm_spr = sMOmega_BArm;
head_spr = omega_head;
bleg_frame = 0;
fleg_frame = 0;
farm_frame = 0;
barm_frame = 0;
yoff = 0;
head_follow = 1;
xVel = 0;
yVel = 0;
sfx_play(sndMOmegaBreathe);
}
if (statetime &lt; 20) {
if (fleg_frame &lt; 3) fleg_frame += 0.25;
if (farm_frame &lt; 2) farm_frame += 0.25;
if (farm_xoff &lt; 10) farm_xoff += 0.5;
}
if (statetime == 20) {
farm_frame = 3;
farm_xoff = 0;
proj = instance_create(x - surf_x + farm_x + 14 * facing, y - surf_y + farm_y + 38, oMOmega_Projectile);
proj.hspeed = 3.5 * facing;
proj.image_xscale = facing;
sfx_play(sndArachnusSwipe);
}
if (statetime &gt; 20) {
farm_frame = anim_frame(farm_spr, farm_frame, 0.5);
if (fleg_frame &gt; 0) fleg_frame -= 0.25;
}
if (floor(fleg_frame) == 0) yoff = 0;
if (floor(fleg_frame) == 1) yoff = 2;
if (floor(fleg_frame) == 2) yoff = 4;
if (floor(fleg_frame) == 3) yoff = 6;
if (statetime == 30) {
if (random(1) &lt; 0.5) {
state = 1;
} else state = 6;
statetime = -1;
}
}
// Spiderball target
if (state == 11) {
if (statetime == 0) {
body_frame = 0;
head_frame = 0;
body_target_angle = -25;
fleg_spr = sMOmega_FLeg;
bleg_spr = sMOmega_BLeg;
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
head_spr = omega_head;
bleg_frame = 0;
fleg_frame = 0;
farm_frame = 0;
barm_frame = 0;
yoff = 0;
head_follow = 0;
head_target_angle = -30 * facing;
eyes_close = 15;
//head_follow = 1;
xVel = 0;
yVel = 0;
alarm[0] = 70;
sfx_play(sndMOmegaBreathe);
}
/*if (statetime &lt; 110) {
fleg_frame = anim_frame(fleg_spr, fleg_frame, 0.25);
bleg_frame = fleg_frame;
}*/
if (statetime == 60) {
head_target_angle = 60 * facing;
body_target_angle = 40;
sfx_play(sndMOmegaFlame);
roaring = 30;
}
/*if (statetime &gt;= 110) {
fleg_frame = anim_frame(fleg_spr, fleg_frame, -0.25);
bleg_frame = fleg_frame;
}*/
//if (statetime == 80) head_target_angle = -30 * facing;
if (statetime == 90) {
event_user(3);
state = 1;
statetime = -1;
}
if (floor(fleg_frame) == 0) yoff = 0;
if (floor(fleg_frame) == 1) yoff = 2;
if (floor(fleg_frame) == 2) yoff = 4;
if (floor(fleg_frame) == 3) yoff = 6;
if (floor(fleg_frame) == 4) yoff = 8;
if (floor(fleg_frame) == 5) yoff = 10;
if (floor(fleg_frame) == 6) yoff = 12;
if (floor(fleg_frame) == 7) yoff = 14;
if (floor(fleg_frame) == 8) yoff = 16;
if (floor(fleg_frame) == 9) yoff = 18;
}
// morph flame
if (state == 12) {
if (statetime == 0) {
body_frame = 0;
head_frame = 0;
body_target_angle = -35;
fleg_spr = sMOmega_FLeg_Crouch;
bleg_spr = sMOmega_BLeg_Crouch;
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
head_spr = omega_head;
bleg_frame = 0;
fleg_frame = 0;
farm_frame = 0;
barm_frame = 0;
yoff = 0;
head_follow = 0;
head_target_angle = -30 * facing;
xVel = 0;
yVel = 0;
alarm[0] = 110;
sfx_play(sndMOmegaBreathe);
}
if (statetime &lt; 110) {
fleg_frame = anim_frame(fleg_spr, fleg_frame, 0.25);
bleg_frame = fleg_frame;
}
if (statetime == 110) {
roaring = 60;
head_target_angle = 20 * facing;
body_target_angle = -30*facing;
sfx_play(sndMOmegaFlame);
}
if (statetime &gt;= 110) {
fleg_frame = anim_frame(fleg_spr, fleg_frame, -0.25);
bleg_frame = fleg_frame;
}
if (statetime == 130) {
head_target_angle = -30 * facing;
body_target_angle = 30; // return to normal? I hope?
}
if (statetime == 210) {
event_user(3);
state = 1;
statetime = -1;
}
if (floor(fleg_frame) == 0) yoff = 0;
if (floor(fleg_frame) == 1) yoff = 2;
if (floor(fleg_frame) == 2) yoff = 4;
if (floor(fleg_frame) == 3) yoff = 6;
if (floor(fleg_frame) == 4) yoff = 8;
if (floor(fleg_frame) == 5) yoff = 10;
if (floor(fleg_frame) == 6) yoff = 12;
if (floor(fleg_frame) == 7) yoff = 14;
if (floor(fleg_frame) == 8) yoff = 16;
if (floor(fleg_frame) == 9) yoff = 18;
}
// Idle?
if (state == 20) {
body_frame = 0;
head_frame = 0;
fleg_spr = sMOmega_FLeg;
bleg_spr = sMOmega_BLeg;
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
head_spr = omega_head;
bleg_frame = 0;
fleg_frame = 0;
farm_frame = 0;
barm_frame = 0;
yoff = 0;
head_follow = 1;
// Slash if player is close
if (statetime &lt; 30) {
if (oCharacter.y &gt; y &amp;&amp; point_distance(x, y, oCharacter.x, y) &lt; slash_dist &amp;&amp; (oCharacter.x &gt; x &amp;&amp; facing == 1 || oCharacter.x &lt; x &amp;&amp; facing == -1)) {
state = 10;
statetime = -1;
}
}
if (statetime == 30) {
if (oCharacter.y &lt; y) {
if (oCharacter.y &gt; y &amp;&amp; point_distance(x, y, oCharacter.x, y) &lt; 64) {
state = 6;
} else state = 7;
statetime = -1;
} else {
state = 3;
statetime = -1;
}
}
// If player is too far, swap from vertical jump to horizontal
if (state == 7 &amp;&amp; point_distance(x, y, oCharacter.x, y) &gt; 280) state = 3;
}
// Zeta --&gt; Omega transition
if (state == 50) {
if (statetime == 0) {
tl = instance_create(x - facing * 6, y + 26, oMOmegaTailMutate);
tl.image_xscale = facing;
body_spr = sMOmega_BodyMutate;
fleg_spr = sMOmega_FLegMutate;
bleg_spr = sMOmega_BLegMutate;
farm_spr = sMOmega_FArmMutate;
barm_spr = sMOmega_BArmMutate;
head_spr = sMOmega_HeadMutate;
body_frame = 7;
head_frame = 7;
bleg_frame = 3;
fleg_frame = 3;
farm_frame = 3;
barm_frame = 3;
head_follow = 0;
head_target_angle = 0;
yoff = 18;
tail.visible = false;
}
if (statetime == 30) head_shake = 4;
if (statetime == 40) farm_shake = 4;
if (statetime == 50) body_shake = 4;
if (statetime == 60) {
bleg_shake = 80;
fleg_shake = 60;
sfx_play(sndMGammaMorph);
}
if (statetime &gt; 60 &amp;&amp; statetime &lt; 100) {
if (bleg_frame &gt; 0) bleg_frame -= 0.1;
if (fleg_frame &gt; 0) fleg_frame -= 0.1;
}
if (statetime == 100) {
fleg_spr = sMOmega_FLeg_Crouch;
bleg_spr = sMOmega_BLeg_Crouch;
fleg_frame = 9;
bleg_frame = 9;
}
if (statetime == 70) {
body_shake = 80;
head_shake = 80;
sfx_play(sndMGammaEyes);
}
if (statetime &gt; 70 &amp;&amp; statetime &lt; 150) {
if (body_frame &gt; 0) body_frame -= 0.1;
}
if (statetime == 150) {
body_spr = omega_body;
body_frame = 0;
}
if (statetime == 90) {
farm_shake = 60;
barm_shake = 80;
fleg_shake = 10;
}
if (statetime &gt; 90 &amp;&amp; statetime &lt; 130) {
if (farm_frame &gt; 0) farm_frame -= 0.1;
if (barm_frame &gt; 0) barm_frame -= 0.1;
}
if (statetime == 130) {
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
farm_frame = 0;
barm_frame = 0;
}
if (statetime == 110) {
head_shake = 60;
bleg_shake = 8;
body_shake = 10;
}
if (statetime &gt; 110 &amp;&amp; statetime &lt; 190) {
if (head_frame &gt; 0) head_frame -= 0.1;
}
if (statetime == 190) {
head_spr = omega_head;
head_frame = 0;
head_xoff = 0;
head_yoff = 0;
}
if (statetime &lt; 190) eyes_close = 2;
if (statetime == 60) {
bld = instance_create(x - 2 * facing, y + 15, oFXAnimSpark);
bld.sprite_index = sMGammaBlood1;
bld.image_speed = 0.5;
bld.image_alpha = 0.6;
bld.image_xscale = facing;
bld.image_yscale = -1;
}
if (statetime == 70) {
bld = instance_create(x + 6 * facing, y + 10, oFXAnimSpark);
bld.sprite_index = sMGammaBlood1;
bld.image_speed = 0.5;
bld.image_alpha = 0.6;
bld.image_xscale = -facing;
bld.image_yscale = -1;
}
if (statetime == 90) {
bld = instance_create(x + 14 * facing, y - 8, oFXAnimSpark);
bld.sprite_index = sMGammaBlood1;
bld.image_speed = 0.5;
bld.image_alpha = 0.6;
bld.image_xscale = facing;
bld.image_yscale = 1;
bld = instance_create(x + 40 * facing, y, oFXAnimSpark);
bld.sprite_index = sMGammaBlood1;
bld.image_speed = 0.5;
bld.image_alpha = 0.6;
bld.image_xscale = -facing;
bld.image_yscale = -1;
}
if (statetime == 95) {
bld = instance_create(x + 25 * facing, y - 2, oFXAnimSpark);
bld.sprite_index = sMGammaBlood1;
bld.image_speed = 0.5;
bld.image_alpha = 0.6;
bld.image_xscale = facing;
bld.image_yscale = -1;
}
if (statetime == 100) {
bld = instance_create(x + 34 * facing, y - 15, oFXAnimSpark);
bld.sprite_index = sMGammaBlood1;
bld.image_speed = 0.5;
bld.image_alpha = 0.6;
bld.image_xscale = -facing;
bld.image_yscale = -1;
}
if (statetime == 110) {
bld = instance_create(x + 40 * facing, y - 30, oFXAnimSpark);
bld.sprite_index = sMGammaBlood1;
bld.image_speed = 0.5;
bld.image_alpha = 0.6;
bld.image_xscale = facing;
}
if (statetime == 120) {
bld = instance_create(x + 42 * facing, y - 26, oFXAnimSpark);
bld.sprite_index = sMGammaBlood1;
bld.image_speed = 0.5;
bld.image_alpha = 0.6;
bld.image_xscale = -facing;
bld = instance_create(x + 20 * facing, y - 10, oFXAnimSpark);
bld.sprite_index = sMGammaBlood1;
bld.image_speed = 0.5;
bld.image_alpha = 0.6;
bld.image_xscale = facing;
bld.image_yscale = -1;
}
if (statetime == 135) {
bld = instance_create(x + 40 * facing, y - 37, oFXAnimSpark);
bld.sprite_index = sMGammaBlood1;
bld.image_speed = 0.5;
bld.image_alpha = 0.6;
bld.image_xscale = facing;
bld.image_yscale = -1;
}
if (statetime == 220) {
body_frame = 0;
head_frame = 0;
body_target_angle = 0;
fleg_spr = sMOmega_FLeg_Crouch;
bleg_spr = sMOmega_BLeg_Crouch;
farm_spr = sMOmega_FArm_Slash;
barm_spr = sMOmega_BArm;
head_spr = omega_head;
bleg_frame = 9;
fleg_frame = 9;
farm_frame = 0;
barm_frame = 0;
yoff = 0;
head_follow = 0;
head_target_angle = 0;
yVel = 0;
tail.visible = true;
with (oMOmegaTailMutate) instance_destroy();
}
if (statetime &gt;= 220) {
fleg_frame = anim_frame(fleg_spr, fleg_frame, -0.25);
bleg_frame = fleg_frame;
if (statetime &lt; 260) {
if (farm_frame &lt; 2) farm_frame += 0.2;
if (farm_xoff &lt; 10) farm_xoff += 0.5;
}
}
if (statetime == 260) {
farm_frame = 3;
farm_xoff = 0;
proj = instance_create(x - surf_x + farm_x + 14 * facing, y - surf_y + farm_y + 38, oMOmega_Projectile);
proj.hspeed = 5 * facing;
proj.image_xscale = facing;
sfx_play(sndArachnusSwipe);
}
if (statetime &gt; 260) {
farm_frame = anim_frame(farm_spr, farm_frame, 0.5);
if (fleg_frame &gt; 0) fleg_frame -= 0.25;
}
if (statetime &lt; 110) {
if (floor(fleg_frame) == 0) yoff = 22;
if (floor(fleg_frame) == 1) yoff = 20;
if (floor(fleg_frame) == 2) yoff = 18;
if (floor(fleg_frame) == 3) yoff = 15;
}
if (statetime &lt; 150) {
if (floor(body_frame) == 0) {
head_xoff = -1;
head_yoff = 1;
}
if (floor(body_frame) == 1) {
head_xoff = -2;
head_yoff = 2;
}
if (floor(body_frame) == 2) {
head_xoff = -3;
head_yoff = 3;
}
if (floor(body_frame) == 3) {
head_xoff = -6;
head_yoff = 5;
}
if (floor(body_frame) == 4) {
head_xoff = -8;
head_yoff = 7;
}
if (floor(body_frame) == 5) {
head_xoff = -10;
head_yoff = 8;
}
if (floor(body_frame) == 6) {
head_xoff = -11;
head_yoff = 9;
}
if (floor(body_frame) == 7) {
head_xoff = -12;
head_yoff = 10;
}
} // if (statetime &lt; 150)
if (statetime &gt;= 220) {
if (floor(fleg_frame) == 0) yoff = 0;
if (floor(fleg_frame) == 1) yoff = 2;
if (floor(fleg_frame) == 2) yoff = 4;
if (floor(fleg_frame) == 3) yoff = 6;
if (floor(fleg_frame) == 4) yoff = 8;
if (floor(fleg_frame) == 5) yoff = 10;
if (floor(fleg_frame) == 6) yoff = 12;
if (floor(fleg_frame) == 7) yoff = 14;
if (floor(fleg_frame) == 8) yoff = 16;
if (floor(fleg_frame) == 9) yoff = 18;
}
if (statetime &gt; 290) {
event_user(1);
with (oEventCamera2) alarm[0] = 30;
with (oGFTrooperYellow) alarm[0] = 45;
}
}
// Death state
if (state == 100) {
xVel = 0;
if (statetime == 0) {
body_frame = 0;
body_target_angle = -35;
body_spr = omega_body;
farm_spr = sMOmega_FArm;
barm_spr = sMOmega_BArm;
fleg_spr = sMOmega_FLeg_Crouch;
bleg_spr = sMOmega_BLeg_Crouch;
bleg_frame = 0;
fleg_frame = 0;
farm_frame = 0;
barm_frame = 0;
yoff = 0;
head_yoff = 0;
head_follow = 0;
head_target_angle = -40 * facing;
head_xoff = 0;
xVel = 0;
yVel = 0;
sfx_play(sndMOmegaDeath);
roaring = 160;
eyes_close = 5000;
if (instance_exists(grab_obj)) with (grab_obj) instance_destroy();
with (cam) instance_destroy();
} // if (statetime == 0)
if (statetime &lt; 30) {
fleg_frame = anim_frame(sMZeta_FLeg_Crouch, fleg_frame, 0.5);
bleg_frame = fleg_frame;
}
} // if (state == 100)
if (head_target_angle != head_angle) {
head_angle = lerp(head_angle, head_target_angle, 0.1);
head_angle = clamp(head_angle, head_angle_min, head_angle_max);
}
if (body_target_angle != body_angle_base) {
body_angle_base += (body_target_angle - body_angle_base) / 10;
body_angle_base = min(body_angle_base, body_angle_max);
body_angle_base = max(body_angle_base, body_angle_min);
}
body_angle = body_angle_base * facing;
image_angle = body_angle;
body_x = surf_x + xoff * facing;
body_y = surf_y + yoff;
fleg_x = surf_x + fleg_xoff * facing;
fleg_y = surf_y + fleg_yoff;
bleg_x = surf_x + bleg_xoff * facing;
bleg_y = surf_y + bleg_yoff;
head_x = body_x + lengthdir_x(head_len * facing, body_angle + head_dir * facing) + head_xoff * facing;
head_y = body_y + lengthdir_y(head_len * facing, body_angle + head_dir * facing) + head_yoff;
mouth_x = head_x + lengthdir_x(mouth_len * facing, body_angle + head_dir * facing + mouth_dir * facing + head_angle);
mouth_y = head_y + lengthdir_y(mouth_len * facing, body_angle + head_dir * facing + mouth_dir * facing + head_angle);
farm_x = body_x + lengthdir_x(farm_len * facing, body_angle + farm_dir * facing) + farm_xoff * facing;
farm_y = body_y + lengthdir_y(farm_len * facing, body_angle + farm_dir * facing);
barm_x = body_x + lengthdir_x(barm_len * facing, body_angle + barm_dir * facing) + barm_xoff * facing;
barm_y = body_y + lengthdir_y(barm_len * facing, body_angle + barm_dir * facing);
if (head_follow) {
head_target_angle = round(point_direction(x - surf_x + head_x, y - surf_y + head_y, targetx, targety));
head_target_angle += 30 * facing;
if (facing == 1) {
if (head_target_angle &gt; 180) head_target_angle -= 360;
} else head_target_angle -= 180;
}
statetime += 1;
if (flashing &gt; 0) flashing -= 1;
if (fxtimer &lt; 5) {
fxtimer += 1;
} else fxtimer = 0;
/*if (roaring &gt; roarlast) {
roarcount = 30;
}
if (roarcount &gt; 20) {
roar_frame = 1;
} else if (roarcount &lt;= 20 &amp;&amp; roarcount &gt; 10) {
roar_frame = 2;
} else if (roarcount &lt;= 10 &amp;&amp; roarcount &gt; 0) {
roar_frame = 1;
} else {
roar_frame = 0;
}*/
if (roaring &gt; 0) {
roaring -= 1;
if (roar_frame &lt; 2) {
roar_frame += 0.25;
}
} else if (roar_frame &gt; 0) {
roar_frame -= 0.25;
}
//if (roarcount &gt; 0) roarcount -= 1;
if (bleg_shake &gt; 0) bleg_shake -= 1;
if (barm_shake &gt; 0) barm_shake -= 1;
if (body_shake &gt; 0) body_shake -= 1;
if (head_shake &gt; 0) head_shake -= 1;
if (farm_shake &gt; 0) farm_shake -= 1;
if (fleg_shake &gt; 0) fleg_shake -= 1;
if (eyes_close &gt; 0) eyes_close -= 1;
if (eyes_close == 0) {
if (eyes_frame &gt; -1) eyes_frame -= 0.25;
} else if (eyes_frame &lt; 4) eyes_frame += 1;
if (target_mode == 1 &amp;&amp; distance_to_point(targetx, targety) &lt; 32) target_mode = 0;
moveTo(xVel, yVel);
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="20">
<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>// Draw Omega surface
var bl_xoff, ba_xoff, bo_xoff, he_xoff, fa_xoff, fl_xoff, bl_yoff, ba_yoff, bo_yoff, he_yoff, fa_yoff, fl_yoff;
if (surface_exists(surf)) {
surface_set_target(surf);
draw_clear_alpha(c_blue, 0);
bl_xoff = 0;
ba_xoff = 0;
bo_xoff = 0;
he_xoff = 0;
fa_xoff = 0;
fl_xoff = 0;
bl_yoff = 0;
ba_yoff = 0;
bo_yoff = 0;
he_yoff = 0;
fa_yoff = 0;
fl_yoff = 0;
if (bleg_shake &gt; 0) {
bl_xoff = choose(-1, 0, 1);
bl_yoff = choose(-1, 0, 1);
}
if (barm_shake &gt; 0) {
ba_xoff = choose(-1, 0, 1);
ba_yoff = choose(-1, 0, 1);
}
if (body_shake &gt; 0) {
bo_xoff = choose(-1, 0, 1);
bo_yoff = choose(-1, 0, 1);
}
if (head_shake &gt; 0) {
he_xoff = choose(-1, 0, 1);
he_yoff = choose(-1, 0, 1);
}
if (farm_shake &gt; 0) {
fa_xoff = choose(-1, 0, 1);
fa_yoff = choose(-1, 0, 1);
}
if (fleg_shake &gt; 0) {
fl_xoff = choose(-1, 0, 1);
fl_yoff = choose(-1, 0, 1);
}
if (bleg_spr != -4) draw_sprite_ext(bleg_spr, bleg_frame, body_x + bl_xoff, surf_y + bl_yoff, facing, 1, 0, -1, 1);
if (barm_spr != -4) draw_sprite_ext(barm_spr, barm_frame, barm_x + ba_xoff, barm_y + ba_yoff, facing, 1, 0, -1, 1);
if (body_spr != -4) draw_sprite_ext(body_spr, body_frame, body_x + bo_xoff, body_y + bo_yoff, facing, 1, body_angle, -1, 1);
// SPECIAL
//if (head_spr != -4) draw_sprite_ext(head_spr, head_frame, head_x + he_xoff, head_y + he_yoff, facing, 1, body_angle + head_angle, -1, 1);
if ((head_spr != -4) &amp;&amp; ((roar_frame == 0) || (state == 2))) {
draw_sprite_ext(head_spr, head_frame, head_x + he_xoff, head_y + he_yoff, facing, 1, body_angle + head_angle, -1, 1);
} else if ((head_spr != -4) &amp;&amp; (roar_frame &gt; 0)) {
draw_sprite_ext(omega_head_roar, roar_frame, head_x + he_xoff, head_y + he_yoff, facing, 1, body_angle + head_angle, -1, 1);
}
// END SPECIAL
if (farm_spr != -4) draw_sprite_ext(farm_spr, farm_frame, farm_x + fa_xoff, farm_y + fa_yoff, facing, 1, 0, -1, 1);
if (fleg_spr != -4) draw_sprite_ext(fleg_spr, fleg_frame, body_x + fl_xoff, surf_y + fl_yoff, facing, 1, 0, -1, 1);
if (eyes_frame &gt;= 0 &amp;&amp; head_spr == sMOmega_Head &amp;&amp; head_frame == 0) draw_sprite_ext(sMOmega_Eyes, eyes_frame, head_x + he_xoff, head_y + he_yoff, facing, 1, body_angle + head_angle, -1, 1);
surface_reset_target();
} // if (surface_exists(surf))
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="13">
<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>if (target_mode == 0 &amp;&amp; (x &lt; limit_left || x &gt; limit_right)) {
targetx2 = room_width / 2;
target_mode = 1;
}
if (target_mode == 0) {
targetx = oCharacter.x;
targety = oCharacter.y;
} else if (target_mode == 1) {
targetx = targetx2;
targety = y;
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="12">
<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>with (mask_obj) instance_destroy();
with (mask2_obj) instance_destroy();
with (mask3_obj) instance_destroy();
with (mask4_obj) instance_destroy();
with (head_obj) instance_destroy();
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="11">
<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>state = 1;
statetime = 0;
sfx_play(sndMOmegaIntro);
roaring = 90;
mus_omega_monster();
myposx = floor(x / 320);
myposy = floor((y - 8) / 240);
mapposx = myposx + global.mapoffsetx;
mapposy = myposy + global.mapoffsety;
global.dmap[mapposx, mapposy] = 10;
with (oControl) event_user(2);
cam = instance_create(x, y, oObjectCamera);
cam.target_obj = id;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="10">
<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>myhealth -= dmg;
flashing = flashtime;
canbehit = 0;
if (myhealth &lt;= 0) {
state = 100;
statetime = 0;
alarm[10] = 1;
alarm[11] = 160;
event_user(2);
mus_fadeout(musOmegaFight);
oMusicV2.bossbgm = sndJump;
global.metdead[myid] = 1;
global.monstersleft -= 1;
global.monstersarea -= 1;
check_areaclear();
global.dmap[mapposx, mapposy] = 11;
with (oControl) event_user(2);
}
if (myhealth &gt; 0) {
if (dmg &lt; 100) { // missile
PlaySoundMono(sndMOmegaHit);
roaring = 30;
} else { // super missile
PlaySoundMono(sndMOmegaHit2);
roaring = 160;
}
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="5">
<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>if (global.ingame == 1 &amp;&amp; state != 0) {
mus_stop(musOmegaFight);
with (oMusicV2) {
alarm[4] = -1;
bossbgm = sndJump;
}
mus_current_fadein();
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" 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>if (sprite_validate(oControl.OmegaPalette)) {
if(oControl.mod_fusion == 1 || oControl.MonsterPalettesFusionOnly == 0)
pal_swap_set(oControl.OmegaPalette, 1, false);
}
if (surface_exists(surf)) {
if (!flashing) {
draw_surface_ext(surf, x - surf_x, y - surf_y, 1, 1, 0, image_blend, 1);
} else {
draw_surface_ext(surf, x - surf_x, y - surf_y, 1, 1, 0, make_color_rgb(255 - fxtimer * 63, 255 - fxtimer * 63, 255 - fxtimer * 63), 1);
draw_set_blend_mode(bm_add);
repeat (2) draw_surface_ext(surf, x - surf_x, y - surf_y, 1, 1, 0, -1, 1 - fxtimer * 0.25);
draw_set_blend_mode(bm_normal);
}
} else {
surface_free(surf);
surf = surface_create(200, 160);
event_user(10);
}
shader_reset();
</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>