function scr_battle_damage_player() { var damage = (global.enemy_attack_stat - global.player_armor_defense - global.player_armor_modifier_defense - global.player_defense) + 10; global.current_hp_self -= damage; audio_play_sound(snd_hurt, 1, 0); with (obj_heart_battle_fighting_parent) { vulnerable = false; global.hit_self = true; alarm[0] = global.invulnerability_self; } }