if (!attacking) { if (beenHit) { image_speed = 0.4; SetSpriteFromFace(spriteStaggerNorth, spriteStaggerSouth, spriteStaggerEast, spriteStaggerWest); } // Moving else if (h_spd!=0 || v_spd!=0) { image_speed = 0.15; SetSpriteFromFace(spriteWalkNorth, spriteWalkSouth, spriteWalkEast, spriteWalkWest); var _newMoveMask; _newMoveMask = instance_create(x,y,objPlayerMove); _newMoveMask.face = face; _newMoveMask.depth = depth; _newMoveMask.image_speed = objPlayerCharacter.image_speed; with (_newMoveMask) { var _weapon; _weapon = script_execute(objPlayer.equippedWeapon[ITEM_MOVESET]); SetSpriteFromFace(_weapon); } } // Idle else if (!attacking) { image_speed = 0.05; SetSpriteFromFace(spriteIdleNorth, spriteIdleSouth, spriteIdleEast, spriteIdleWest); var _newIdleMask; _newIdleMask = instance_create(x,y,objPlayerIdle); _newIdleMask.face = face; _newIdleMask.depth = depth; _newIdleMask.image_speed = image_speed; with (_newIdleMask) { var _weapon; _weapon = script_execute(objPlayer.equippedWeapon[ITEM_IDLESET]); SetSpriteFromFace(_weapon); } } }