Files
AM2R-Community-Updates/objects/oTPO.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>sTPO</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();
makeActive();
setCollisionBounds(-16, -8, 16, 8);
myhealth = 30;
damage = 16;
if (oControl.mod_randomgamebool == 1 &amp;&amp; (global.wbeam == 0 || global.sbeam == 0 || global.pbeam == 0)){
freezehp = floor(myhealth * .15);
if (freezehp &lt; 1) freezehp = 1;
} //nerfed frozen enemies in random games
hitsound = sndRobotHit4;
deathsound = sndRobotHit2;
canfreeze = 1;
hitmissileexpl = 0;
platyoffset = -3;
frozenspr = sTPOFrozen;
target = 0;
canattack = 1;
flipx = 0;
state = 1;
alarm[0] = 60 + random(60);
image_speed = 0.5;
hitemp = 1;
empspr = sTPO2Disabled;
</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>alarm[0] = 60 + random(60);
facing = -facing;
</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();
canbeX = 0;
enemy_active_check(18);
enemy_target_check(120, 0);
if (active == 1 &amp;&amp; frozen == 0) {
if (state == 1) {
xVel = 1.5 * facing;
if (isCollisionRight(2) &amp;&amp; facing == 1) facing = -1;
if (isCollisionLeft(2) &amp;&amp; facing == -1) facing = 1;
if (target == 1) {
if (oCharacter.y - 16 &gt; y) yVel = 0.2;
if (oCharacter.y - 16 &lt; y) yVel = -0.2;
} else yVel = 0;
}
if (stun == 0) moveTo(xVel, yVel);
}
if (state == 100) {
enemy_death();
repeat (4) instance_create(x, y, oDebris);
obj = instance_create(x - 4, y, oTPO2);
obj.vspeed = -2;
obj = instance_create(x + 4, y, oTPO2);
obj.vspeed = 2;
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="oBatteryExpl">
<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_inherited();
emp.x -= 8;
emp.collisionBoundsOffsetLeftX = 3;
emp.collisionBoundsOffsetTopY = 3;
emp.collisionBoundsOffsetRightX = 3;
emp.collisionBoundsOffsetBottomY = 3;
emp2 = instance_create(x + 8, y, oEnemyDisabled);
emp2.image_xscale = facing;
emp2.sprite_index = empspr;
emp2.image_index = image_index;
emp2.mask_index = empspr;
emp2.xVel = xVel / 2 * -1;
emp2.yVel = yVel / 2;
emp2.collisionBoundsOffsetLeftX = 3;
emp2.collisionBoundsOffsetTopY = 3;
emp2.collisionBoundsOffsetRightX = 3;
emp2.collisionBoundsOffsetBottomY = 3;
</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>