var special_effect_end_value = global.special_effect_end_value var player_character = global.player_character if (special_effect_end_value != "") scr_determine_special_effect_end_enemy(special_effect_end_value) switch player_character { case "CLOVER": sprite_index = spr_heart_yellow_down break default: var soul_mode = global.soul_mode if (soul_mode == "Red") { sprite_index = spr_heart_red break } else if (soul_mode == "Blue") { sprite_index = spr_heart_blue_down break } else if (soul_mode == "Yellow") sprite_index = spr_heart_yellow_down }