var enemy_dead = global.enemy_dead var enemy_spared = global.enemy_spared if (enemy_dead == false && enemy_spared == false) image_alpha = global.image_alpha_enemy_attacking if instance_exists(obj_dialogue_battle_win_genocide) enemy_dead = true if (enemy_dead == true) { x = starting_point_x y = starting_point_y instance_create(starting_point_x, starting_point_y, obj_micro_froggit_dead) instance_destroy() return; } else if (enemy_spared == true) { 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) { var micro_cloud = instance_create(x, y, obj_spare_cloud) micro_cloud.image_xscale = 0.5 micro_cloud.image_yscale = 0.5 } } no_loop_create_clouds = true } if (damage_disjoint_count > 0) damage_disjoint_count -= 1 else if (enemy_dead == false && enemy_spared == false) sprite_index = spr_micro_froggit if (instance_exists(obj_text_damage_count) && global.fight_number == 1 && global.attacking_damage_stat > 0 && no_loop_damage_disjoint_count == false) { time_elapsed = 0 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 if (damage_disjoint_count > 0 || global.current_hp_enemy <= 0) sprite_index = spr_micro_froggit x = draw_position_x + damage_disjoint_x y = draw_position_y + damage_disjoint_y if ((!((instance_exists(obj_text_damage_count) && global.fight_number == 1))) && enemy_dead == false && enemy_spared == false) { if (jump_type == 0) { game_maker_cannot_do_math = power((time_elapsed / (time_max_low / 2 * (1 / sqrt(max_rise_low))) - sqrt(max_rise_low)), 2) animation_disjoint_y = sign_modifier * (max_rise_low - round(game_maker_cannot_do_math)) time_elapsed += time_increase if (time_elapsed >= time_max_low) { time_elapsed = 0 jump_count += 1 if (jump_count >= jump_count_max_low) { jump_count = 0 jump_type = 1 } } } else if (jump_type == 1 && can_jump == true) { game_maker_cannot_do_math = power((time_elapsed / (time_max_high / 2 * (1 / sqrt(max_rise_high))) - sqrt(max_rise_high)), 2) animation_disjoint_y = sign_modifier * (max_rise_high - round(game_maker_cannot_do_math)) time_elapsed += time_increase if (time_elapsed >= time_max_high) { time_elapsed = 0 jump_count += 1 if (jump_count >= jump_count_max_high) { jump_count = 0 jump_type = 0 } } } y = draw_position_y + animation_disjoint_y } if (stomped_on == true) { if (stomp_counter < stomp_counter_max) { var shake_direction_x = irandom_range((-shake_intensity_x), shake_intensity_x) var shake_direction_y = irandom_range((-shake_intensity_y), shake_intensity_y) stomp_counter += 1 } else { shake_direction_x = 0 shake_direction_y = 0 } x = draw_position_x + shake_direction_x y = draw_position_y + shake_direction_y if (stomp_counter >= stomp_counter_max && no_loop_stomp == false) { alarm[0] = 30 no_loop_stomp = true } image_alpha = 0.5 }