scr_enemy_object_init(); var tensionbonus = (global.flag[458] / 7) * global.maxtension * 0.3; scr_tensionheal(tensionbonus); global.temptension[0] = tensionbonus; talkmax = 90; image_speed = 0.16666666666666666; idlesprite = spr_rurus_pirate; hurtsprite = spr_rurus_pirate; sabersprite = spr_rurus_pirate_saber; sparedsprite = spr_rurus_pirate; custom_draw_example = 1; depth = -10; thrash = instance_create(x, y, obj_thrashmachine); thrash.xx = x + 34; thrash.yy = y + 108; thrash.depth = depth + 5; thrash.drawfeet = 0; drawsiner = 0; thrashmode = 0; thrashcon = 0; thrashbody = 0; thrashtimer = 0; remx = x; remy = y; movey = 0; bulletoverride = -1; chosenattack = 0; advancespeed = 8; returnspeed = 6; aimtime = irandom(15) + 10; floatheight = 0; returnease = 0; headattack = 0; puddle = instance_create(x, y, obj_marker); puddle.sprite_index = spr_rouxls_puddle; puddle.image_xscale = 2; puddle.image_yscale = 2; puddle.image_speed = 0; puddle.image_index = (thrash.part[0] == 2) ? 2 : 0; var turretbody = thrash.part[0] == 2; puddle.x = remx + (turretbody ? 18 : 34); puddle.y = remy + 173 + ((thrash.s * cos((thrash.wsiner + thrash.wsinerrate) / 3)) / 4); puddle.image_index = turretbody ? 2 : 0; submerged = 1; keytestmode = 0; saberanim = 0; head_difficulty = 0; wheel_difficulty = 0; buildedblocks = 0; buildedblockstimer = 0; did_kris_win_simcity = 0; HouseCount = 1; if (room != room_dw_mansion_acid_tunnel_loop_rouxls) { tile6 = instance_create(camerax() + 0, cameray() + 80, obj_simtown_acidmaker); tile6.image_xscale = 16; tile6.image_yscale = 6; tile1 = instance_create(camerax() + 160, cameray() + 80, obj_simtown_landmaker); tile1.image_xscale = 8; tile2 = instance_create(camerax() + 160, cameray() + 120, obj_simtown_landmaker); tile2.image_xscale = 8; tile3 = instance_create(camerax() + 240, cameray() + 160, obj_simtown_landmaker); tile3.image_xscale = 3; tile4 = instance_create(camerax() + 280, cameray() + 200, obj_simtown_landmaker); tile4.image_xscale = 3; tile5 = instance_create(camerax() + 160, cameray() + 240, obj_simtown_landmaker); tile5.image_xscale = 8; tile6 = instance_create(camerax() + 160, cameray() + 280, obj_simtown_landmaker); tile6.image_xscale = 8; } if (!scr_debug() || room == room_dw_mansion_acid_tunnel_loop_rouxls) { with (obj_simtown_landmaker) visible = 0; with (obj_simtown_acidmaker) visible = 0; } if (!i_ex(obj_rouxls_simtown)) simcity = instance_create(x, y, obj_rouxls_simtown); else simcity = obj_rouxls_simtown; puddle.depth = simcity.depth + 1; depthChange = 0; simcity.maker = id; endbattle = 0; actresult = "tie"; target_multiplier = 0; with (obj_battleback) instance_destroy(); ballooncount = 0; ballooncon = 0; talkedcon = 0; talktimer = 0; hasplayerplacedhouses = 0; ralseitalks = 0; attackorder = 0; zone[0] = stringsetloc("Residential", "obj_rouxls_enemy_slash_Create_0_gml_116_0"); zone[1] = stringsetloc("Commercial", "obj_rouxls_enemy_slash_Create_0_gml_117_0"); zone[2] = stringsetloc("Industrial", "obj_rouxls_enemy_slash_Create_0_gml_118_0"); city[0] = stringsetloc("Parks", "obj_rouxls_enemy_slash_Create_0_gml_120_0"); city[1] = stringsetloc("Crime", "obj_rouxls_enemy_slash_Create_0_gml_121_0"); city[2] = stringsetloc("Public Transport", "obj_rouxls_enemy_slash_Create_0_gml_122_0"); duckmode = global.flag[220] == 3 && global.flag[221] == 3 && global.flag[222] == 3; stat1[0][0] = 5; stat2[0][0] = 4; stat1[0][1] = 1; stat2[0][1] = 0; stat1[0][2] = 2; stat2[0][2] = 3; stat1[0][3] = 6; stat2[0][3] = 6; stat1[1][0] = 0; stat2[1][0] = 2; stat1[1][1] = 4; stat2[1][1] = 1; stat1[1][2] = 3; stat2[1][2] = 5; stat1[1][3] = 6; stat2[1][3] = 6; stat1[2][0] = 1; stat2[2][0] = 2; stat1[2][1] = 3; stat2[2][1] = 4; stat1[2][2] = 0; stat2[2][2] = 5; stat1[2][3] = 6; stat2[2][3] = 6; for (i = 0; i < 6; i += 1) stat[i] = 0; for (i = 0; i < 3; i += 1) { if (global.flag[220 + i] >= 0) { var addstat1 = stat1[i][global.flag[220 + i]]; var addstat2 = stat2[i][global.flag[220 + i]]; if (addstat1 < 6) stat[addstat1] += 1; if (addstat2 < 6) stat[addstat2] += 1; } } type = -1; topstat = -1; topstatlevel = 0; for (i = 0; i < 6; i += 1) { if (stat[i] == topstatlevel && topstatlevel >= 2) type = 7; if (stat[i] > topstatlevel) { topstat = i; topstatlevel = stat[i]; } } type = topstat; if (type == 7) type = -1; if (topstatlevel == 0) type = 6;