obj_fight.image_blend = c_white obj_act.image_blend = c_white obj_item.image_blend = c_white obj_mercy.image_blend = c_white if (vine_count[0] > 0) obj_fight.image_blend = c_gray if (vine_count[1] > 0) obj_act.image_blend = c_gray if (vine_count[2] > 0) obj_item.image_blend = c_gray if (vine_count[3] > 0) obj_mercy.image_blend = c_gray var i = 0 while (i < 4) { if (vine_cut[i] == true) { obj_heart_battle_menu_guardener_fake.image_alpha = 0 vine_count[i] -= 1 vine_cut[i] = false alarm[0] = 30 switch vine_count[i] { case 2: instance_create_depth((vine_xx[i] + 46), (vine_yy[i] + 22), (depth - 1), obj_guardener_vine_piece) audio_play_sound(snd_guardener_vine_snip, 1, 0) break case 1: instance_create_depth((vine_xx[i] + 18), (vine_yy[i] + 22), (depth - 1), obj_guardener_vine_piece) instance_create_depth((vine_xx[i] + 50), (vine_yy[i] + 22), (depth - 1), obj_guardener_vine_piece) instance_create_depth((vine_xx[i] + 81), (vine_yy[i] + 22), (depth - 1), obj_guardener_vine_piece) audio_play_sound(snd_guardener_vine_snip, 1, 0) break case 0: instance_create_depth((vine_xx[i] + 42), (vine_yy[i] + 22), (depth - 1), obj_guardener_vine_piece) instance_create_depth((vine_xx[i] + 96), (vine_yy[i] + 22), (depth - 1), obj_guardener_vine_piece) audio_play_sound(snd_guardener_vine_crumble, 1, 0) break } break } else { i++ continue } } vine_percentage = (vine_count[0] + vine_count[1] + vine_count[2] + vine_count[3]) / 12 * 100 if (vine_percentage == 0 && global.enemy_mode == 0) { global.action_amount = 3 global.enemy_mode = 1 global.turns_passed = 10 scr_determine_enemy_attack_yellow() } if instance_exists(obj_battle_fade_out_screen) depth = obj_battle_fade_out_screen.depth + 1