if live_call() return global.live_result; var axis_move = false var axis_speed = 2 with (obj_factory_03_furnace) { if (scr_interact() && keyboard_multicheck_pressed(0) && state == 0) state = 1 } if (axis_move_timer >= 0) axis_move_timer-- else { axis_move = true axis_move_timer = axis_move_timer_max } if (axis_move == true) { switch axis_position_current { case 0: axis_position_new = choose(1, 3) break case 1: axis_position_new = choose(0, 2, 4) break case 2: axis_position_new = choose(1, 5) break case 3: axis_position_new = choose(4, 0, 6) break case 4: axis_position_new = choose(1, 3, 5, 7) break case 5: axis_position_new = choose(2, 4, 8) break case 6: axis_position_new = choose(7, 3) break case 7: axis_position_new = choose(4, 6, 8) break case 8: axis_position_new = choose(7, 5) break } axis_position_current = axis_position_new with (obj_axis_npc) { actor_speed = axis_speed can_walk = true npc_arrived = false x_dest[0] = other.axis_positions[other.axis_position_new][0] y_dest[0] = other.axis_positions[other.axis_position_new][1] end_direction = "nothing" } }