image_alpha = 0.2; active = 4; friction = 0.1; alarm[3] = 30 + random(4); ramt = 36 + floor(random(9)); r = sprite_width / 2; rot = random(360); goalx = obj_mainchara.x + 7; goaly = obj_mainchara.y + 15; if (room == room_water9) goalx = obj_mainchara.x + 300; gax = -2 + random(4); move_towards_point(goalx + gax, goaly, 0.2); idealrot = direction; speed = 0; direction = random(360); speed = 3.2; move = 0; stop = 0; for (i = 0; (i * 2) < ramt; i += 1) stop += (ramt - (i * 2)); rot = idealrot - stop - 12; col = 0;