| 1 |
var special_effect_end_value = global.special_effect_end_value; |
| 2 |
var player_character = global.player_character; |
| 3 |
if (special_effect_end_value != "") |
| 4 |
scr_determine_special_effect_end_enemy(special_effect_end_value); |
| 5 |
switch (player_character) |
| 6 |
{ |
| 7 |
case "CLOVER": |
| 8 |
sprite_index = spr_heart_yellow_down; |
| 9 |
break; |
| 10 |
default: |
| 11 |
var soul_mode = global.soul_mode; |
| 12 |
if (soul_mode == "Red") |
| 13 |
{ |
| 14 |
sprite_index = spr_heart_red; |
| 15 |
break; |
| 16 |
} |
| 17 |
if (soul_mode == "Blue") |
| 18 |
{ |
| 19 |
sprite_index = spr_heart_blue_down; |
| 20 |
break; |
| 21 |
} |
| 22 |
if (soul_mode == "Yellow") |
| 23 |
sprite_index = spr_heart_yellow_down; |
| 24 |
} |
| 25 |
no_loop = false; |
| 26 |
if (global.battling_boss == true) |
| 27 |
no_loop_determine_sparing = true; |
| 28 |
else |
| 29 |
no_loop_determine_sparing = false; |
| 30 |
script_execute(scr_reset_text_deadlock); |