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179 lines
5.1 KiB
XML
179 lines
5.1 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>sTPO</spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>-3</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(-16, -8, 16, 8);
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myhealth = 30;
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damage = 16;
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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 * .15);
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if (freezehp < 1) freezehp = 1;
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} //nerfed frozen enemies in random games
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hitsound = sndRobotHit4;
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deathsound = sndRobotHit2;
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canfreeze = 1;
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hitmissileexpl = 0;
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platyoffset = -3;
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frozenspr = sTPOFrozen;
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target = 0;
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canattack = 1;
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flipx = 0;
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state = 1;
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alarm[0] = 60 + random(60);
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image_speed = 0.5;
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hitemp = 1;
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empspr = sTPO2Disabled;
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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>alarm[0] = 60 + random(60);
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facing = -facing;
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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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canbeX = 0;
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enemy_active_check(18);
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enemy_target_check(120, 0);
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if (active == 1 && frozen == 0) {
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if (state == 1) {
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xVel = 1.5 * facing;
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if (isCollisionRight(2) && facing == 1) facing = -1;
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if (isCollisionLeft(2) && facing == -1) facing = 1;
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if (target == 1) {
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if (oCharacter.y - 16 > y) yVel = 0.2;
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if (oCharacter.y - 16 < y) yVel = -0.2;
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} else yVel = 0;
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}
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if (stun == 0) moveTo(xVel, yVel);
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}
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if (state == 100) {
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enemy_death();
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repeat (4) instance_create(x, y, oDebris);
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obj = instance_create(x - 4, y, oTPO2);
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obj.vspeed = -2;
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obj = instance_create(x + 4, y, oTPO2);
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obj.vspeed = 2;
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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="4" ename="oBatteryExpl">
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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>event_inherited();
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emp.x -= 8;
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emp.collisionBoundsOffsetLeftX = 3;
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emp.collisionBoundsOffsetTopY = 3;
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emp.collisionBoundsOffsetRightX = 3;
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emp.collisionBoundsOffsetBottomY = 3;
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emp2 = instance_create(x + 8, y, oEnemyDisabled);
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emp2.image_xscale = facing;
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emp2.sprite_index = empspr;
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emp2.image_index = image_index;
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emp2.mask_index = empspr;
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emp2.xVel = xVel / 2 * -1;
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emp2.yVel = yVel / 2;
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emp2.collisionBoundsOffsetLeftX = 3;
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emp2.collisionBoundsOffsetTopY = 3;
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emp2.collisionBoundsOffsetRightX = 3;
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emp2.collisionBoundsOffsetBottomY = 3;
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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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