if (transformed == false) { var enemy_count = global.enemy_count var enemy_dead = global.enemy_dead var enemy_spared = global.enemy_spared if (enemy_dead == false && enemy_spared == false) image_alpha = global.image_alpha_enemy_attacking if (enemy_dead == true) { x = starting_point_x y = starting_point_y - max_rise image_angle = 0 instance_create(starting_point_x, (starting_point_y - max_rise), obj_crispy_scroll_dead) instance_destroy() return; } else if (enemy_spared == true) { sprite_index = spr_crispy_scroll_spared x = starting_point_x y = starting_point_y - max_rise image_angle = 0 image_alpha = 0.5 if (no_loop_create_clouds == false) { for (i = 0; i <= 11; i += 1) instance_create(x, y, obj_spare_cloud) } no_loop_create_clouds = true } if (damage_disjoint_count > 0) damage_disjoint_count -= 1 else if (enemy_dead == false && enemy_spared == false) { if (global.enemy_low_hp == true && global.current_hp_enemy < global.max_hp_enemy) sprite_index = spr_crispy_scroll_head_critical else sprite_index = spr_crispy_scroll_head } if (instance_exists(obj_text_damage_count) && global.fight_number == 1 && no_loop_damage_disjoint_count == false) { image_angle = 0 time_elapsed = 10 sign_modifier = -1 time_elapsed_angle = 0 sign_modifier_angle = 1 damage_disjoint_count = 12 no_loop_damage_disjoint_count = true audio_play_sound(enemy_hurt_noise, 1, 0, 1, 0, enemy_hurt_pitch) } else if (!instance_exists(obj_text_damage_count)) no_loop_damage_disjoint_count = false if (damage_disjoint_count == 12) damage_disjoint_x = -50 else if (damage_disjoint_count == 10) damage_disjoint_x = 50 else if (damage_disjoint_count == 8) damage_disjoint_x = -20 else if (damage_disjoint_count == 6) damage_disjoint_x = 20 else if (damage_disjoint_count == 4) damage_disjoint_x = -10 else if (damage_disjoint_count == 2) damage_disjoint_x = 10 else if (damage_disjoint_count == 0) damage_disjoint_x = 0 if (damage_disjoint_count > 0 || global.current_hp_enemy <= 0) { sprite_index = spr_crispy_scroll_dead image_angle = 0 } x = draw_position_x + damage_disjoint_x y = draw_position_y + damage_disjoint_y image_angle = 0 if ((!((instance_exists(obj_text_damage_count) && global.fight_number == 1))) && enemy_dead == false && enemy_spared == false) { if (instance_exists(obj_quote_battle_crispy_scroll_a) && (global.last_action_selected == "Action 1 Message 0" || global.last_action_selected == "Action 2 Message 1")) { if (enemy_count == 3) { if ((global.enemy_dead_2 + global.enemy_spared_2 + global.enemy_dead_3 + global.enemy_spared_3) >= 2) mode = 2 else mode = 1 } else if (enemy_count == 2) { if ((global.enemy_dead_2 + global.enemy_spared_2) >= 1) mode = 2 else mode = 1 } else mode = 2 } else mode = 1 for (i = 1; i <= mode; i += 1) { sign_modifier_advance_back = sign_modifier time_elapsed_advance_back = time_elapsed + time_elapsed_advance_increase_back if (time_elapsed_advance_back >= time_max) { time_elapsed_advance_back -= time_max sign_modifier_advance_back = (-sign_modifier_advance_back) } game_maker_cannot_do_math = power((time_elapsed_advance_back / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2) animation_disjoint_advance = sign_modifier_advance_back * (max_rise - round(game_maker_cannot_do_math)) advance_y_back = draw_position_y + animation_disjoint_advance sign_modifier_advance_hand = sign_modifier time_elapsed_advance_hand = time_elapsed + time_elapsed_advance_increase_hand if (time_elapsed_advance_hand >= time_max) { time_elapsed_advance_hand -= time_max sign_modifier_advance_hand = (-sign_modifier_advance_hand) } game_maker_cannot_do_math = power((time_elapsed_advance_hand / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2) animation_disjoint_advance = sign_modifier_advance_hand * (max_rise - round(game_maker_cannot_do_math)) advance_y_hand = draw_position_y + animation_disjoint_advance game_maker_cannot_do_math = power((time_elapsed / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2) animation_disjoint_y = sign_modifier * (max_rise - round(game_maker_cannot_do_math)) time_elapsed += time_increase if (time_elapsed >= time_max) { time_elapsed = 0 sign_modifier = (-sign_modifier) } y = draw_position_y + animation_disjoint_y if (sprite_index == spr_crispy_scroll_head) { game_maker_cannot_do_math = power((time_elapsed_angle / (time_max_angle / 2 * (1 / sqrt(max_rise_angle))) - sqrt(max_rise_angle)), 2) animation_disjoint_angle = sign_modifier_angle * (max_rise_angle - round(game_maker_cannot_do_math)) time_elapsed_angle += time_increase_angle if (time_elapsed_angle >= time_max_angle) { time_elapsed_angle = 0 sign_modifier_angle = (-sign_modifier_angle) } image_angle = animation_disjoint_angle } else image_angle = 0 } } else y = starting_point_y - max_rise }