| 1 | var enemy_dead_2 = global.enemy_dead_2; | 
    
    
        | 2 | var enemy_spared_2 = global.enemy_spared_2; | 
    
    
        | 3 | if (enemy_dead_2 == false && enemy_spared_2 == false) | 
    
    
        | 4 |     image_alpha = global.image_alpha_enemy_attacking; | 
    
    
        | 5 | if (enemy_dead_2 == true) | 
    
    
        | 6 | { | 
    
    
        | 7 |     instance_destroy(); | 
    
    
        | 8 |     exit; | 
    
    
        | 9 |     image_alpha = 0.5; | 
    
    
        | 10 | } | 
    
    
        | 11 | else if (enemy_spared_2 == true) | 
    
    
        | 12 | { | 
    
    
        | 13 |     x = starting_point_x; | 
    
    
        | 14 |     y = starting_point_y; | 
    
    
        | 15 |     image_alpha = 0.5; | 
    
    
        | 16 |     if (no_loop_create_clouds == false) | 
    
    
        | 17 |     { | 
    
    
        | 18 |         for (i = 0; i <= 11; i += 1) | 
    
    
        | 19 |             instance_create(x - 20, y, obj_spare_cloud); | 
    
    
        | 20 |     } | 
    
    
        | 21 |     no_loop_create_clouds = true; | 
    
    
        | 22 |     instance_destroy(); | 
    
    
        | 23 |     exit; | 
    
    
        | 24 | } | 
    
    
        | 25 | if (damage_disjoint_count > 0) | 
    
    
        | 26 | { | 
    
    
        | 27 |     damage_disjoint_count -= 1; | 
    
    
        | 28 | } | 
    
    
        | 29 | else if (enemy_dead_2 == false && enemy_spared_2 == false) | 
    
    
        | 30 | { | 
    
    
        | 31 |     if (global.enemy_low_hp_2 == true && global.current_hp_enemy_2 < global.max_hp_enemy_2) | 
    
    
        | 32 |         sprite_index = spr_penilla_head_critical; | 
    
    
        | 33 |     else | 
    
    
        | 34 |         sprite_index = spr_penilla_head; | 
    
    
        | 35 | } | 
    
    
        | 36 | if (instance_exists(obj_text_damage_count) && global.fight_number == 2 && no_loop_damage_disjoint_count == false) | 
    
    
        | 37 | { | 
    
    
        | 38 |     time_elapsed_x = 0; | 
    
    
        | 39 |     time_elapsed_y = 0; | 
    
    
        | 40 |     sign_modifier = -1; | 
    
    
        | 41 |     damage_disjoint_count = 12; | 
    
    
        | 42 |     no_loop_damage_disjoint_count = true; | 
    
    
        | 43 | } | 
    
    
        | 44 | else if (!instance_exists(obj_text_damage_count)) | 
    
    
        | 45 | { | 
    
    
        | 46 |     no_loop_damage_disjoint_count = false; | 
    
    
        | 47 | } | 
    
    
        | 48 | if (damage_disjoint_count == 12) | 
    
    
        | 49 |     damage_disjoint_x = -50; | 
    
    
        | 50 | else if (damage_disjoint_count == 10) | 
    
    
        | 51 |     damage_disjoint_x = 50; | 
    
    
        | 52 | else if (damage_disjoint_count == 8) | 
    
    
        | 53 |     damage_disjoint_x = -20; | 
    
    
        | 54 | else if (damage_disjoint_count == 6) | 
    
    
        | 55 |     damage_disjoint_x = 20; | 
    
    
        | 56 | else if (damage_disjoint_count == 4) | 
    
    
        | 57 |     damage_disjoint_x = -10; | 
    
    
        | 58 | else if (damage_disjoint_count == 2) | 
    
    
        | 59 |     damage_disjoint_x = 10; | 
    
    
        | 60 | else if (damage_disjoint_count == 0) | 
    
    
        | 61 |     damage_disjoint_x = 0; | 
    
    
        | 62 | if (damage_disjoint_count > 0 || global.current_hp_enemy_2 <= 0) | 
    
    
        | 63 |     image_alpha = 0; | 
    
    
        | 64 | x = draw_position_x + damage_disjoint_x; | 
    
    
        | 65 | y = draw_position_y + damage_disjoint_y; | 
    
    
        | 66 | if (!(instance_exists(obj_text_damage_count) && global.fight_number == 2) && enemy_dead_2 == false && enemy_spared_2 == false) | 
    
    
        | 67 | { | 
    
    
        | 68 |     if (sprite_index == spr_penilla_head) | 
    
    
        | 69 |     { | 
    
    
        | 70 |         game_maker_cannot_do_math = power((time_elapsed_x / ((time_max_x / 2) * (1 / sqrt(max_rise_x)))) - sqrt(max_rise_x), 2); | 
    
    
        | 71 |         animation_disjoint_x = sign_modifier_x * (max_rise_x - round(game_maker_cannot_do_math)); | 
    
    
        | 72 |         time_elapsed_x += time_increase_x; | 
    
    
        | 73 |         if (time_elapsed_x >= time_max_x) | 
    
    
        | 74 |         { | 
    
    
        | 75 |             time_elapsed_x = 0; | 
    
    
        | 76 |             sign_modifier_x = -sign_modifier_x; | 
    
    
        | 77 |         } | 
    
    
        | 78 |         x = draw_position_x + animation_disjoint_x; | 
    
    
        | 79 |     } | 
    
    
        | 80 |     game_maker_cannot_do_math = power((time_elapsed_y / ((time_max_y / 2) * (1 / sqrt(max_rise_y)))) - sqrt(max_rise_y), 2); | 
    
    
        | 81 |     animation_disjoint_y = sign_modifier_y * (max_rise_y - round(game_maker_cannot_do_math)); | 
    
    
        | 82 |     time_elapsed_y += time_increase_y; | 
    
    
        | 83 |     if (time_elapsed_y >= time_max_y) | 
    
    
        | 84 |     { | 
    
    
        | 85 |         time_elapsed_y = 0; | 
    
    
        | 86 |         sign_modifier_y = -sign_modifier_y; | 
    
    
        | 87 |     } | 
    
    
        | 88 |     y = draw_position_y + animation_disjoint_y; | 
    
    
        | 89 |     image_angle = max_angle * ((draw_position_x - x) / max_rise_x); | 
    
    
        | 90 | } | 
    
    
        | 91 | else | 
    
    
        | 92 | { | 
    
    
        | 93 |     image_angle = 0; | 
    
    
        | 94 | } |