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198 lines
5.9 KiB
XML
198 lines
5.9 KiB
XML
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
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<object>
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<spriteName>sOctroll</spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>0</depth>
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<persistent>0</persistent>
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<parentName>oEnemy</parentName>
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<maskName><undefined></maskName>
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<events>
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<event eventtype="0" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>action_inherited();
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makeActive();
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setCollisionBounds(-4, -4, 4, 0);
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facing = 1;
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noglide = 0;
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myhealth = 30;
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if (oControl.mod_randomgamebool == 1 && (global.wbeam == 0 || global.sbeam == 0 || global.pbeam == 0)){
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freezehp = floor(myhealth * 0.15);
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if (freezehp < 1) freezehp = 1;
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} //nerfed frozen enemies in random games
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damage = 30;
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hitsound = sndEHit4;
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deathsound = sndEDeath1;
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platyoffset = -8;
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frozenspr = sOctrollFrozen;
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target = 0;
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canattack = 1;
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state = 1;
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image_speed = 0;
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image_timer = 1;
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="2" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>canattack = 1;
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="3" enumb="2">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>if ((room == rm_a0h12) && (instance_exists(oLavaSurface)) && (sprite_index != sOctroll_lava)) {
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sprite_index = sOctroll_lava;
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}
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="3" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>action_inherited();
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enemy_active_check(32); // originally 20
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enemy_target_check(90, 1);
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if (active == 1 && frozen == 0) {
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if (state == 1) {
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image_index = 4;
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image_angle = 0;
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xVel = 0;
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yVel = 0;
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if (target && canattack) {
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yVel = -5;
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y -= 4;
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state = 2;
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}
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}
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if (state == 2) {
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if (image_index > 1) image_index -= 0.5;
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if(image_timer > 0) image_timer -= .1;
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else if(image_timer == 0) image_timer = 1;
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if(image_timer > .5) image_index = 1;
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else if(image_timer < .5) image_index = 0;
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if (isCollisionTop(2)) yVel = 0;
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if (oCharacter.x > x) {
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facing = 1;
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} else facing = -1;
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if (yVel >= 0) {
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yVel = 0;
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state = 3;
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image_index = 3;
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image_timer = 1;
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}
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}
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if (state == 3) {
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if(image_timer > 0) image_timer -= .1;
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else if(image_timer == 0) image_timer = 1;
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if(image_timer > .5) image_index = 3;
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else if(image_timer < .5) image_index = 2;
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if (isCollisionBottom(1)) {
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yVel = 0;
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xVel = 0;
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canattack = 0;
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alarm[0] = 60;
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state = 1;
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}
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if (global.difficulty != 2 && noglide == 0) {
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xVel += 0.2 * facing;
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if (abs(xVel) > 3) facing = -facing;
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if (abs(xVel) > 1.3) yVel -= 0.16;
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}
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if (target == 1 && noglide == 0 && global.difficulty == 2) {
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if (oCharacter.x > x && xVel < 4) xVel += 0.2;
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if (oCharacter.x < x && xVel > -4) xVel -= 0.2;
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}
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image_angle = xVel * 4;
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}
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if (state != 1) { // 1.5.1 fix
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yVel += 0.1;
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}
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if (stun == 0) moveTo(xVel, yVel);
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} // if (active == 1 && frozen == 0)
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if (state == 100) enemy_death();
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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</events>
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<PhysicsObject>0</PhysicsObject>
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<PhysicsObjectSensor>0</PhysicsObjectSensor>
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<PhysicsObjectShape>0</PhysicsObjectShape>
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<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
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<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
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<PhysicsObjectGroup>0</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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