if (obj_dalv_body.cloak_direction == 0) { var enemy_dead = global.enemy_dead var enemy_spared = global.enemy_spared var enemy_mode = global.enemy_mode if (enemy_dead == false && enemy_spared == false) image_alpha = global.image_alpha_enemy_attacking if (enemy_dead == true) { instance_destroy() return; } else if (enemy_spared == true) { instance_destroy() return; } if (damage_disjoint_count > 0) damage_disjoint_count -= 1 else if (enemy_dead == false && enemy_spared == false) { if (global.current_hp_enemy <= 0) head_sprite = spr_dalv_head_dead else { switch enemy_mode { case 0: head_sprite = spr_dalv_head_regular break case 1: head_sprite = spr_dalv_head_sad_side break case 2: head_sprite = spr_dalv_head_sad_side_2 break default: head_sprite = spr_dalv_head_regular } } } if (instance_exists(obj_text_damage_count) && global.fight_number == 1 && no_loop_damage_disjoint_count == false) { damage_disjoint_count = 12 no_loop_damage_disjoint_count = true } 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) image_alpha = 0 } else head_sprite = spr_dalv_head_sleepy