x_offset = 22 * (cos(degtorad(obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle + 34))) y_offset = 22 * (sin(degtorad(obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle + 34))) x = obj_battle_enemy_attack_frostermit_pincher_right_1.x + x_offset y = obj_battle_enemy_attack_frostermit_pincher_right_1.y - y_offset var state = obj_battle_enemy_attack_frostermit_pincher_right_1.state if (state == "normal") image_angle = (point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y)) + 10 else if (state == "detract") no_loop_r = false else if (state == "retract") { if (no_loop_r == false) { base_angle_diff = abs(obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle_d_location - obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle_r_location) image_angle_r = image_angle no_loop_r = true } var image_angle_r_location = (point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y)) + 10 var base_angle_r = obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle_r var base_angle_r_location = obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle_r_location var base_dividend = 1 - (abs((base_angle_r_location - base_angle_r) / base_angle_diff)) image_angle = image_angle_r + (image_angle_r_location - image_angle_r) * base_dividend } image_alpha = obj_battle_enemy_attack_frostermit_pincher_right_1.image_alpha