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1
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scr_board_enemy_initscr_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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2
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show_outline = false;
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3
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bubbletimer = -10 + irandom(20);
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4
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hurt_sprite = spr_board_flower_hurt;
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5
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image_speed = 0.05;
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6
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depth = 100003;
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7
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if (type == 1)
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8
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sprite_index = spr_board_flower_aqua;
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9
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slow = false;
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10
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damage_hitbox.image_xscale = 0.25;
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11
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damage_hitbox.image_yscale = 0.25;
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12
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sword_immunity_lv = 2;
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13
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if (room == room_board_2_sword)
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14
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sword_immunity_lv = 0;
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15
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alt = false;
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16
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if ((room == room_board_1_sword || room == room_board_2_sword) && obj_mainchara_board.swordlv > 1)
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17
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{
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18
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image_speed = 0.05;
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19
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sprite_index = spr_board_flower_alt;
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20
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alt = true;
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21
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}
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22
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if ((room == room_board_1_sword || room == room_board_2_sword) && obj_mainchara_board.swordlv == 1)
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23
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{
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24
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image_speed = 0;
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25
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sprite_index = spr_board_flower_alt;
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26
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alt = true;
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27
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}
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