1 |
var enemy_dead = global.enemy_dead |
2 |
var enemy_spared = global.enemy_spared |
3 |
var enemy_sparing = global.enemy_sparing |
4 |
if (enemy_dead == false && enemy_spared == false) |
5 |
image_alpha = global.image_alpha_enemy_attacking |
6 |
if (enemy_dead == true) |
7 |
{ |
8 |
x = xstart |
9 |
y = ystart |
10 |
instance_create_depth(starting_point_x, starting_point_y, (depth - 1), obj_slither_dead) |
11 |
instance_destroy() |
12 |
return; |
13 |
} |
14 |
else if (enemy_spared == true) |
15 |
{ |
16 |
sprite_index = spr_sir_slither_hurt |
17 |
x = xstart |
18 |
y = ystart |
19 |
image_speed = 0 |
20 |
image_index = 0 |
21 |
image_alpha = 0.5 |
22 |
if (no_loop_create_clouds == false) |
23 |
{ |
24 |
for (i = 0; i <= 11; i += 1) |
25 |
instance_create(x, (y - 22), obj_spare_cloud) |
26 |
} |
27 |
no_loop_create_clouds = true |
28 |
} |
29 |
if (damage_disjoint_count > 0) |
30 |
damage_disjoint_count -= 1 |
31 |
else if (enemy_dead == false && enemy_spared == false && damage_disjoint_count <= 0) |
32 |
{ |
33 |
if (global.enemy_low_hp == true && global.current_hp_enemy < global.max_hp_enemy) |
34 |
{ |
35 |
if (low_hp_noloop == false) |
36 |
{ |
37 |
layer_sequence_destroy(idle_seq) |
38 |
layer_sequence_create("sequence_layer", x, y, 15) |
39 |
low_hp_noloop = true |
40 |
} |
41 |
sprite_index = -4 |
42 |
} |
43 |
else |
44 |
sprite_index = -4 |
45 |
} |
46 |
else if (enemy_spared == true) |
47 |
sprite_index = spr_sir_slither_spared |
48 |
if (instance_exists(obj_text_damage_count) && global.fight_number == 1 && no_loop_damage_disjoint_count == false) |
49 |
{ |
50 |
sprite_index = spr_sir_slither_hurt |
51 |
time_elapsed = 0 |
52 |
sign_modifier = 1 |
53 |
damage_disjoint_count = 12 |
54 |
no_loop_damage_disjoint_count = true |
55 |
audio_play_sound(enemy_hurt_noise, 1, 0, 1, 0, enemy_hurt_pitch) |
56 |
} |
57 |
else if (!instance_exists(obj_text_damage_count)) |
58 |
no_loop_damage_disjoint_count = false |
59 |
if (damage_disjoint_count == 12) |
60 |
damage_disjoint_x = -50 |
61 |
else if (damage_disjoint_count == 10) |
62 |
damage_disjoint_x = 50 |
63 |
else if (damage_disjoint_count == 8) |
64 |
damage_disjoint_x = -20 |
65 |
else if (damage_disjoint_count == 6) |
66 |
damage_disjoint_x = 20 |
67 |
else if (damage_disjoint_count == 4) |
68 |
damage_disjoint_x = -10 |
69 |
else if (damage_disjoint_count == 2) |
70 |
damage_disjoint_x = 10 |
71 |
else if (damage_disjoint_count == 0) |
72 |
damage_disjoint_x = 0 |
73 |
x = xstart + damage_disjoint_x |
74 |
if (global.current_hp_enemy <= 0) |
75 |
sprite_index = spr_sir_slither_hurt |