if (!instance_exists(obj_heart_battle_fighting_parent)) { instance_destroy() return; } if (image_alpha < 1) { image_alpha += 0.1 if (image_alpha > 1) image_alpha = 1 } if (state == "normal") { game_maker_cannot_do_math = power((time_elapsed / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2) animation_disjoint_angle = sign_modifier * (max_rise - round(game_maker_cannot_do_math)) time_elapsed += time_increase if (time_elapsed >= time_max) { time_elapsed = 0 sign_modifier = (-sign_modifier) } image_angle = image_angle_n + animation_disjoint_angle } else if (state == "detract") { if (no_loop_t == false) { image_angle_d = image_angle image_angle_d_location = point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y) image_angle_r_location = image_angle no_loop_t = true } image_angle_d += (image_angle_d_speed * (sign(image_angle_d_location - image_angle_d))) if (abs(image_angle_d_location - image_angle_d) < image_angle_d_speed) image_angle_d = image_angle_d_location if (image_angle_d == image_angle_d_location) { image_angle_r = image_angle_d state = "retract" no_loop_t = false } image_angle = image_angle_d } else if (state == "retract") { image_angle_r += (image_angle_r_speed * (sign(image_angle_r_location - image_angle_r))) if (abs(image_angle_r_location - image_angle_r) < image_angle_r_speed) image_angle_r = image_angle_r_location if (image_angle_r == image_angle_r_location) state = "normal" image_angle = image_angle_r } with (obj_battle_enemy_attack_frostermit_pincher_right_2) event_user(0) with (obj_battle_enemy_attack_frostermit_pincher_right_3_outer) event_user(0) with (obj_battle_enemy_attack_frostermit_pincher_right_3_inner) event_user(0)