event_inherited(); _max_hp = [120, 180, 240]; max_hp = _max_hp[global.difficulty]; hp = max_hp; credit = random_range(40, 60); enemy_ai = hex_ai; _cooldown = [60, 24, 6]; hitbox = enemy_create_hitboxMC(160, 160); kb_factor = 0.5 side_len = 128; roll_spd = 0; roll_acc = 0; roll_angle = 0; dir = 0; acc = 0; spd = 0; x_acc = 0; y_acc = 0; pivot_x = 0; pivot_y = 0; state = "IDLE"; rebounce_timer = 0; angle_alter = 0; cnt = 0; last_attack = 0; current_attack = -1; var _matrix = [ // 0 1 2 3 [00, 35, 35, 30], [35, 00, 35, 30], [35, 35, 00, 30], [30, 35, 35, 00], ]; attack_matrix = _matrix; depth = 10; base_y = 916; death_callback = function() { timer_active = false; with(oEnemyHex) { x_spd_kb = choose(-1, 1) * 15; y_spd_kb = 0; enemy_death(); } screen_shake(40); repeat(30) icl(oFocusEndEffect); global.time_scale_t = 0; global.time_scale = 0.05; global.camera.smooth = 0.1; global.camera.follow = global.player; } timer_active = false;