function scr_damage_enemy_ch1(arg0, arg1) { dm = instance_create_ch1(global.monsterx[arg0], (global.monstery[arg0] + 20) - (global.hittarget[arg0] * 20), obj_dmgwriter_ch1); dm.type = global.char[caster] - 1; dm.damage = arg1; global.monsterhp[arg0] -= arg1; if (arg1 > 0) { with (global.monsterinstance[arg0]) { shakex = 9; state = 3; hurttimer = 30; } if (instance_exists(global.monsterinstance[arg0])) global.monsterinstance[arg0].hurtamt = arg1; } global.hittarget[arg0] += 1; if (arg1 == 0) { with (global.monsterinstance[arg0]) { hurtamt = 0; if (hurttimer <= 15 && candodge == 1) { dodgetimer = 0; state = 4; } } } if (global.monsterhp[arg0] <= 0) { with (global.monsterinstance[arg0]) scr_monsterdefeat_ch1(); } }