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 == "Green") |
23 |
{ |
24 |
sprite_index = spr_heart_green; |
25 |
break; |
26 |
} |
27 |
if (soul_mode == "Purple") |
28 |
{ |
29 |
sprite_index = spr_heart_purple; |
30 |
break; |
31 |
} |
32 |
if (soul_mode == "Yellow") |
33 |
sprite_index = spr_heart_yellow_down; |
34 |
} |
35 |
no_loop = false; |
36 |
if (global.battling_boss == true) |
37 |
no_loop_determine_sparing = true; |
38 |
else |
39 |
no_loop_determine_sparing = false; |
40 |
script_execute(scr_reset_text_deadlock); |
41 |
image_alpha = 1; |