if pause_movement() { exit; } timer++; // Reset when limit reached if !global.infinite_mode { if instance_number(o_parent_enemy) >= global.enemy_active_max || global.total_enemies_spawned >= global.enemy_room_max { timer = 0; } } // Spawn enemy if timer >= spawn_time && !place_meeting(x, y, o_archer) { var _inst = instance_create_depth(x, y, -500, o_archer); with _inst { image_alpha = 0; state = -1; } timer = 0; }