depth = 100001; timer = 0; con = 0; damage = 1; mysolid = 0; active_hitbox = false; updatetimer = 0; spd = 8; destroyonhit = true; for (i = 0; i < 5; i += 1) { remx[i] = x; remy[i] = y; } direction = point_direction(x, y, obj_board_controller.kris_object.x + 16, obj_board_controller.kris_object.y + 16); siner = 0; colorsiner = 0; scr_darksize(); image_speed = 0; krisonly = false; if (room == room_board_2 || room == room_board_3) krisonly = true;