1 |
walk_speed = global.speed_self + 1 * sign(global.current_sp_self) |
2 |
image_speed = 0 |
3 |
image_index = 0 |
4 |
vulnerable = true |
5 |
moveable = false |
6 |
hsp_factor = 0 |
7 |
vsp_factor = 0 |
8 |
x_previous = x |
9 |
y_previous = y |
10 |
last_move_x = 0 |
11 |
last_move_y = 0 |
12 |
move_x_count = 0 |
13 |
move_y_count = 0 |
14 |
idle_x_count = 0 |
15 |
idle_y_count = 0 |
16 |
max_move_counter = 100 |
17 |
last_hsp = 0 |
18 |
last_vsp = 0 |
19 |
move_hsp_count = 0 |
20 |
move_vsp_count = 0 |
21 |
idle_hsp_count = 0 |
22 |
idle_vsp_count = 0 |
23 |
max_speed_counter = 100 |
24 |
var player_character = global.player_character |
25 |
switch player_character |
26 |
{ |
27 |
case "CLOVER": |
28 |
sprite_index = spr_heart_yellow_down |
29 |
break |
30 |
} |
31 |
|
32 |
instance_create(x, y, obj_heart_red_hitbox) |
33 |
if (global.current_pp_self > 0) |
34 |
instance_create(x, y, obj_heart_battle_effect_glow) |
35 |
event_user(0) |
36 |
x_list = ds_list_create() |
37 |
y_list = ds_list_create() |
38 |
max_points_trail = 5 |
39 |
trail_cc_max = 3 |
40 |
trail_cc_start = trail_cc_max - 1 |
41 |
trail_cc_current = trail_cc_start |
42 |
trail_sprite = 1677 |
43 |
shoot_delay = 10 |
44 |
can_shoot = true |