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gml_GlobalScript_scr_board_enemy_init

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function 
scr_board_enemy_init
scr_board_enemy_init

function
scr_board_enemy_init()
{ image_speed = 0.1;
scr_darksize();
scr_depth_board();
init = 0; damage = 1; hp = 1; maxhp = hp; xp_given = 1; state = "init"; timer = 0; updatetimer = 0; drop_candy = true; show_outline = false; sword_immunity_lv = 1; savex = x; savey = y; spawnerid = -1; dontmoveduringhurt = false; aggressive = obj_board_controller.violence; active = true; active_hitbox = aggressive; damagecon = 0; damagetimer = 0; hurttimer = 0; hitdir = -1; path = path_add(); is_moving = false; is_moving_timer = 0; move_type = 0; distance_to_become_aggressive = 90; movecon = 0; movetimer = 0; movedir = 1; spd = 3; damage_hitbox = instance_create(x + 16, y + 16, obj_board_enemy_contact_hitbox); damage_hitbox.parentid = id; damage_hitbox.active_hitbox = active_hitbox; idle_sprite_r = 0; idle_sprite_l = 0; hurt_sprite = spr_board_monster_hurt; }
()
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{
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    image_speed = 0.1;
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scr_darksize
scr_darksize

function
scr_darksize()
{ var inst = id; if (argument_count) inst = argument0; inst.image_xscale = 2; inst.image_yscale = 2; }
();
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scr_depth_board
scr_depth_board

function
scr_depth_board()
{ depth = 1000000 - ((y * 10) + ((sprite_height - sprite_yoffset) * 10)); } function scr_board_depth() {
scr_depth_board();
}
();
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    init = 0;
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    damage = 1;
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    hp = 1;
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    maxhp = hp;
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    xp_given = 1;
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    state = "init";
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    timer = 0;
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    updatetimer = 0;
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    drop_candy = true;
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    show_outline = false;
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    sword_immunity_lv = 1;
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    savex = x;
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    savey = y;
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    spawnerid = -1;
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    dontmoveduringhurt = false;
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    aggressive = obj_board_controller.violence;
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    active = true;
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    active_hitbox = aggressive;
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    damagecon = 0;
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    damagetimer = 0;
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    hurttimer = 0;
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    hitdir = -1;
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    path = path_add();
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    is_moving = false;
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    is_moving_timer = 0;
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    move_type = 0;
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    distance_to_become_aggressive = 90;
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    movecon = 0;
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    movetimer = 0;
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    movedir = 1;
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    spd = 3;
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    damage_hitbox = instance_create(x + 16, y + 16, obj_board_enemy_contact_hitbox);
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    damage_hitbox.parentid = id;
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    damage_hitbox.active_hitbox = active_hitbox;
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    idle_sprite_r = 0;
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    idle_sprite_l = 0;
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    hurt_sprite = spr_board_monster_hurt;
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}