timer++; if (timer < 3) exit; active_hitbox = false; scr_board_enemy_step_init(); scr_depth_board(); scr_board_enemy_sword_collision(); if (!follow) scr_board_enemy_hurt_state(); active_hitbox = false; if (obj_board_camera.active || global.interact == 1) { path_end(); } else { var stopfollow = 0; with (obj_mainchara_board) { if (place_meeting(x, y, obj_board_trigger)) stopfollow = 1; } if (follow && i_ex(obj_board_controller.kris_object) && stopfollow == 0) { var _kris = obj_board_controller.kris_object; moved = 0; if (_kris.x != remx[0]) moved = 1; if (_kris.y != remy[0]) moved = 1; if (moved == 1) { for (i = 75; i > 0; i -= 1) { remx[i] = remx[i - 1]; remy[i] = remy[i - 1]; facingdir[i] = facingdir[i - 1]; } remx[0] = _kris.x; remy[0] = _kris.y; facingdir[0] = _kris.facing; } x = remx[target]; y = remy[target]; facing = facingdir[target]; switch (facing) { case 0: sprite_index = spr_board_deer_downsprite; break; case 1: sprite_index = spr_board_deer_rightsprite; break; case 2: sprite_index = spr_board_deer_upsprite; break; case 3: sprite_index = spr_board_deer_leftsprite; break; } if (x != xprevious || y != yprevious) image_index += 0.125; } if (follow && stopfollow) { for (i = 0; i < 75; i += 1) { remx[i] = x; remy[i] = y; facing[i] = 0; } var _a = 0; var _dir = point_direction(x, y, obj_board_controller.kris_object.x, obj_board_controller.kris_object.y); repeat (target) { remx[_a] = lerp(obj_board_controller.kris_object.x, x, _a / target); remy[_a] = lerp(obj_board_controller.kris_object.y, y, _a / target); _a++; } } }