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 (enemy_dead == true) { x = starting_point_x y = starting_point_y instance_create(starting_point_x, starting_point_y, obj_trihecta_dead) instance_destroy() return; } else if (enemy_spared == true) { sprite_index = spr_trihecta_spared x = starting_point_x y = starting_point_y image_speed = 0 image_index = 0 image_alpha = 0.5 if (no_loop_create_clouds == false) { for (i = 0; i <= 11; i += 1) instance_create(x, (y - 70), obj_spare_cloud) } no_loop_create_clouds = true } if (damage_disjoint_count > 0) damage_disjoint_count -= 1 else if (enemy_dead == false && enemy_spared == false) { if (global.enemy_low_hp == true && global.current_hp_enemy < global.max_hp_enemy) { if (sprite_index != spr_trihecta_critical) { sprite_index = spr_trihecta_critical image_speed = (1/3) image_index = 0 } } else if (tipping_number >= 2) { if (sprite_index != spr_trihecta_falling) { sprite_index = spr_trihecta_falling image_speed = (1/3) image_index = 0 event_user(0) } } else if (tipping_number == 1) { if (sprite_index != spr_trihecta_tipping) { sprite_index = spr_trihecta_tipping image_speed = (1/3) image_index = 0 } } else if (sprite_index != spr_trihecta_balanced) { sprite_index = spr_trihecta_balanced image_speed = (1/3) image_index = 0 } } if (instance_exists(obj_text_damage_count) && global.fight_number == 1 && no_loop_damage_disjoint_count == false) { time_elapsed = 0 sign_modifier = -1 damage_disjoint_count = 12 no_loop_damage_disjoint_count = true audio_play_sound(enemy_hurt_noise, 1, 0, 1, 0, enemy_hurt_pitch) } 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_trihecta_dead image_speed = 0 image_index = 0 } x = draw_position_x + damage_disjoint_x y = draw_position_y + damage_disjoint_y