walk_speed = global.speed_self + 1 * sign(global.current_sp_self) image_speed = 0 image_index = 0 vulnerable = true moveable = false hsp_factor = 0 vsp_factor = 0 x_previous = x y_previous = y last_move_x = 0 last_move_y = 0 move_x_count = 0 move_y_count = 0 idle_x_count = 0 idle_y_count = 0 max_move_counter = 100 last_hsp = 0 last_vsp = 0 move_hsp_count = 0 move_vsp_count = 0 idle_hsp_count = 0 idle_vsp_count = 0 max_speed_counter = 100 var player_character = global.player_character switch player_character { case "CLOVER": sprite_index = spr_heart_yellow_down break } instance_create(x, y, obj_heart_red_hitbox) if (global.current_pp_self > 0) instance_create(x, y, obj_heart_battle_effect_glow) event_user(0) x_list = ds_list_create() y_list = ds_list_create() max_points_trail = 5 trail_cc_max = 3 trail_cc_start = trail_cc_max - 1 trail_cc_current = trail_cc_start trail_sprite = 1677 speed_sound_noloop = false