image_speed = 0 image_index = 0 key_select_simulate = false if instance_exists(obj_text_battle_move_selected_enemy_fight_parent) { for (counter = 0; counter < 2; counter += 1) { if (global.fight_number == 1 && (!instance_exists(obj_text_battle_move_selected_enemy_fight))) global.fight_number = 2 if (global.fight_number == 2 && (!instance_exists(obj_text_battle_move_selected_enemy_fight_2))) global.fight_number = 1 if (global.fight_number == 1 && (!instance_exists(obj_text_battle_move_selected_enemy_fight))) global.fight_number = 3 if (global.fight_number == 3 && (!instance_exists(obj_text_battle_move_selected_enemy_fight_3))) global.fight_number = 1 } } x = obj_dialogue_box_battle.x + 44 if (global.fight_number == 1) y = obj_dialogue_box_battle.y + 36 else if (global.fight_number == 2) y = obj_dialogue_box_battle.y + 68 else if (global.fight_number == 3) y = obj_dialogue_box_battle.y + 100 var player_character = global.player_character 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 == "Green") { sprite_index = spr_heart_green break } else if (soul_mode == "Purple") { sprite_index = spr_heart_purple break } else if (soul_mode == "Yellow") { sprite_index = spr_heart_yellow_up_original break } else if (soul_mode == "Yellow Rhythm") sprite_index = spr_heart_yellow_down }