var enemy_dead_2 = global.enemy_dead_2 var enemy_spared_2 = global.enemy_spared_2 if (enemy_dead_2 == false && enemy_spared_2 == false) image_alpha = global.image_alpha_enemy_attacking if (enemy_dead_2 == true) { instance_destroy() return; } else if (enemy_spared_2 == 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) instance_create((x - 20), y, obj_spare_cloud) } no_loop_create_clouds = true instance_destroy() return; } if (damage_disjoint_count > 0) damage_disjoint_count -= 1 else if (enemy_dead_2 == false && enemy_spared_2 == false) { if (global.enemy_low_hp_2 == true && global.current_hp_enemy_2 < global.max_hp_enemy_2) sprite_index = spr_penilla_head_critical else sprite_index = spr_penilla_head } if (instance_exists(obj_text_damage_count) && global.fight_number == 2 && no_loop_damage_disjoint_count == false) { time_elapsed_x = 0 time_elapsed_y = 0 sign_modifier = -1 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_2 <= 0) image_alpha = 0 x = draw_position_x + damage_disjoint_x y = draw_position_y + damage_disjoint_y if ((!((instance_exists(obj_text_damage_count) && global.fight_number == 2))) && enemy_dead_2 == false && enemy_spared_2 == false) { if (sprite_index == spr_penilla_head) { game_maker_cannot_do_math = power((time_elapsed_x / (time_max_x / 2 * (1 / sqrt(max_rise_x))) - sqrt(max_rise_x)), 2) animation_disjoint_x = sign_modifier_x * (max_rise_x - round(game_maker_cannot_do_math)) time_elapsed_x += time_increase_x if (time_elapsed_x >= time_max_x) { time_elapsed_x = 0 sign_modifier_x = (-sign_modifier_x) } x = draw_position_x + animation_disjoint_x } game_maker_cannot_do_math = power((time_elapsed_y / (time_max_y / 2 * (1 / sqrt(max_rise_y))) - sqrt(max_rise_y)), 2) animation_disjoint_y = sign_modifier_y * (max_rise_y - round(game_maker_cannot_do_math)) time_elapsed_y += time_increase_y if (time_elapsed_y >= time_max_y) { time_elapsed_y = 0 sign_modifier_y = (-sign_modifier_y) } y = draw_position_y + animation_disjoint_y image_angle = max_angle * ((draw_position_x - x) / max_rise_x) } else image_angle = 0