var enemy_dead = global.enemy_dead var enemy_spared = global.enemy_spared event_user(0) if (enemy_dead == true) { x = starting_point_x y = starting_point_y image_xscale = starting_point_xscale image_yscale = starting_point_yscale instance_create(starting_point_x, starting_point_y, obj_el_bailador_dead) instance_destroy() return; } else if (enemy_spared == true) { sprite_index = spr_el_bailador_spared x = starting_point_x y = starting_point_y image_xscale = starting_point_xscale image_yscale = starting_point_yscale image_speed = 0 image_index = 0 image_alpha = 0.5 if (no_loop_create_clouds == false) { for (i = 0; i <= 11; i += 1) instance_create(x, (y - 22), 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.current_hp_enemy <= 0) sprite_index = spr_el_bailador_dead else if (global.enemy_low_hp == true && global.current_hp_enemy < global.max_hp_enemy) sprite_index = neutral_sprite else sprite_index = neutral_sprite } if (instance_exists(obj_text_damage_count) && global.fight_number == 1 && no_loop_damage_disjoint_count == false) { time_elapsed = 0 sign_modifier = 1 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 x = draw_position_x + damage_disjoint_x y = draw_position_y + damage_disjoint_y image_xscale = starting_point_xscale image_yscale = starting_point_yscale if ((!((instance_exists(obj_text_damage_count) && global.fight_number == 1))) && enemy_dead == false && enemy_spared == false && image_alpha > 0) { game_maker_cannot_do_math = power((time_elapsed / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2) animation_disjoint_yscale = sign_modifier * (max_rise - game_maker_cannot_do_math) time_elapsed += time_increase if (time_elapsed >= time_max) { time_elapsed = 0 sign_modifier = (-sign_modifier) } image_yscale = draw_position_yscale + animation_disjoint_yscale image_xscale = draw_position_xscale - animation_disjoint_yscale * (max_rise_ext / max_rise) animating = true } else animating = false