1 |
anim_loop_time = room_speed * 6 |
2 |
anim_stretch_current = 1 |
3 |
anim_stretch_max = 1.1 |
4 |
anim_stage = 1 |
5 |
anim_inc_multiplier = 2 |
6 |
anim_inc_multiplier_max = 2 |
7 |
anim_head_offset = y - obj_violetta_head.y |
8 |
anim_hands_offset = y - obj_violetta_hands.y |
9 |
head_offset_x = x - obj_violetta_head.x |
10 |
hands_offset_x = x - obj_violetta_hands.x |
11 |
death_sprite = false |
12 |
image_speed = 0 |
13 |
damage_disjoint_count = 0 |
14 |
damage_disjoint_x = 0 |
15 |
no_loop_damage_disjoint_count = false |
16 |
starting_point_x = x |
17 |
starting_point_y = y |
18 |
no_loop_create_clouds = false |
19 |
enemy_hurt_noise = 587 |
20 |
enemy_hurt_pitch = 1.2 |