damage_number = scr_determine_damage_number_enemy("frostermit a", "frostermit b", "frostermit c") fall_speed = irandom_range(1, 3) x_point = x y_point = y angle_pos = 270 angle_pos_default = angle_pos angle_pos_max = 15 * fall_speed angle_radius = 5 angle_increase = 6 * fall_speed starting_position_x = x starting_position_y = y animation_disjoint_x = 0 animation_disjoint_y = 0 can_move = false var random_number = irandom_range(1, 8) switch random_number { case 1: sprite_index = spr_battle_enemy_attack_frostermit_snowflake_1 break case 2: sprite_index = spr_battle_enemy_attack_frostermit_snowflake_2 break case 3: sprite_index = spr_battle_enemy_attack_frostermit_snowflake_3 break case 4: sprite_index = spr_battle_enemy_attack_frostermit_snowflake_4 break case 5: sprite_index = spr_battle_enemy_attack_frostermit_snowflake_5 break case 6: sprite_index = spr_battle_enemy_attack_frostermit_snowflake_6 break case 7: sprite_index = spr_battle_enemy_attack_frostermit_snowflake_7 break case 8: sprite_index = spr_battle_enemy_attack_frostermit_snowflake_8 break default: sprite_index = spr_battle_enemy_attack_frostermit_snowflake_1 } image_speed = 0 image_index = 0 image_alpha = 0 random_number = irandom_range(0, 1) if (random_number == 0) random_number = -1 sign_modifier = random_number time_elapsed = 0 time_max = 30 + 15 * (fall_speed - 1) time_increase = 1 max_rise = 5 * fall_speed * (irandom_range(1, 2))