var enemy_low_hp = global.enemy_low_hp 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) { 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_frostermit_dead) instance_destroy() return; } else if (enemy_spared == true) { sprite_index = spr_frostermit_spared x = starting_point_x y = starting_point_y image_alpha = 0.5 if (no_loop_create_clouds == false) { for (i = 0; i <= 11; i += 1) instance_create((x + 6), 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 (getting_out == false) { if (enemy_low_hp == true && global.current_hp_enemy < global.max_hp_enemy) { if (enemy_mode == 0) sprite_index = spr_frostermit_body_critical else if (enemy_mode == 1) sprite_index = spr_frostermit_body_critical_crab } else if (enemy_mode == 0) sprite_index = spr_frostermit_body else if (enemy_mode == 1) sprite_index = spr_frostermit_body_crab } } if (instance_exists(obj_text_damage_count) && global.fight_number == 1 && no_loop_damage_disjoint_count == false) { time_elapsed_head = 0 sign_modifier_head = 1 claw_right_angle = claw_right_angle_default claw_left_angle = claw_left_angle_default time_elapsed = 0 sign_modifier = -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) { if (getting_out == false) { if (enemy_mode == 0) { if (enemy_low_hp == true && global.current_hp_enemy < global.max_hp_enemy) sprite_index = spr_frostermit_body_critical else sprite_index = spr_frostermit_body } else if (enemy_mode == 1) sprite_index = spr_frostermit_dead } } 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) { if (enemy_mode == 1 && getting_out == false) { game_maker_cannot_do_math = power((time_elapsed_head / (time_max_head / 2 * (1 / sqrt(max_rise_head))) - sqrt(max_rise_head)), 2) animation_disjoint_y = sign_modifier_head * (max_rise_head - round(game_maker_cannot_do_math)) time_elapsed_head += time_increase_head if (time_elapsed_head >= time_max_head) { time_elapsed_head = 0 sign_modifier_head = (-sign_modifier_head) } head_displacement_y = y + animation_disjoint_y claw_angle_increase = 0 claw_radius = 3 claw_speed = 24 if (enemy_low_hp == false) claw_right_x = obj_frostermit_body_a.x + claw_radius * (cos((claw_right_angle + claw_angle_increase) * claw_right_angle_direction * 0.008726646259971648)) else claw_right_x = obj_frostermit_body_a.x claw_right_y = obj_frostermit_body_a.y - claw_radius * (sin((claw_right_angle + claw_angle_increase) * claw_right_angle_direction * 0.008726646259971648)) if (enemy_low_hp == false) claw_left_x = obj_frostermit_body_a.x + claw_radius * (cos((claw_left_angle + claw_angle_increase) * claw_left_angle_direction * 0.008726646259971648)) else claw_left_x = obj_frostermit_body_a.x claw_left_y = obj_frostermit_body_a.y - claw_radius * (sin((claw_left_angle + claw_angle_increase) * claw_left_angle_direction * 0.008726646259971648)) claw_angle_increase += claw_speed claw_right_angle += claw_speed claw_left_angle += claw_speed 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 var y_val = draw_position_y + animation_disjoint_y var y_store = y_val var time_elapsed_1 = time_elapsed - 4 if (time_elapsed_1 < 0) time_elapsed_1 += time_max game_maker_cannot_do_math = power((time_elapsed_1 / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2) animation_disjoint_y = sign_modifier * (max_rise - game_maker_cannot_do_math) y_val = draw_position_y + animation_disjoint_y leg_1_displacement_y = y_val y_val = y_store var time_elapsed_2 = time_elapsed - 8 if (time_elapsed_2 < 0) time_elapsed_2 += time_max game_maker_cannot_do_math = power((time_elapsed_2 / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2) animation_disjoint_y = sign_modifier * (max_rise - game_maker_cannot_do_math) y_val = draw_position_y + animation_disjoint_y leg_2_displacement_y = y_val y_val = y_store var time_elapsed_3 = time_elapsed - 12 if (time_elapsed_3 < 0) time_elapsed_3 += time_max game_maker_cannot_do_math = power((time_elapsed_3 / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2) animation_disjoint_y = sign_modifier * (max_rise - game_maker_cannot_do_math) y_val = draw_position_y + animation_disjoint_y leg_3_displacement_y = y_val var position_var = draw_position_y + damage_disjoint_y y = head_displacement_y - (head_displacement_y - position_var) / 3 var time_elapsed_head_new = time_elapsed_head - 4 if (time_elapsed_head_new < 0) { time_elapsed_head_new += time_max_head sign_modifier_head_new = (-sign_modifier_head) } else sign_modifier_head_new = sign_modifier_head game_maker_cannot_do_math = power((time_elapsed_head_new / (time_max_head / 2 * (1 / sqrt(max_rise_head))) - sqrt(max_rise_head)), 2) animation_disjoint_y = sign_modifier_head_new * (max_rise_head - game_maker_cannot_do_math) head_new_displacement_y = draw_position_y + animation_disjoint_y } animating = true } else animating = false