if (cutoffpoint == 1) { var _damage = floor((global.hp[1] - 1) / 2); with (obj_darkswordthrower) { damage = _damage; spring_length = 45; heavy = true; } with (obj_dw_churchc_darkswords) wound_kneeltime = 30; } if (cutoffpoint == 2) { var _damage = global.hp[1] - 1; with (obj_darkswordthrower) damage = _damage; } if (cutoffpoint == 3) { spring_length = 45; var _damage = floor((global.hp[2] - 1) / 3); with (obj_darkswordthrower) { damage = _damage; target = 1; } with (obj_dw_churchc_darkswords) friends_protecc_state = 1; } if (cutoffpoint == 4) { var _damage = global.hp[2] - 1; with (obj_darkswordthrower) damage = _damage; } if (cutoffpoint == 5) { spring_length = 45; target = 2; var _damage = floor((global.hp[3] - 1) / 2); with (obj_darkswordthrower) { damage = _damage; target = 2; } with (obj_dw_churchc_darkswords) friends_protecc_state = 4; } if (cutoffpoint == 6) { var _damage = global.hp[3] - 1; with (obj_darkswordthrower) damage = _damage; } switch (pattern) { case 0: default: Sword(20, 3); Sword(260, 3); break; case 1: Sword(40, 1); break; case 2: Sword(80, 1); break; case 3: Sword(180, 1); break; case 4: Sword(100, 1); Sword(180, 1); Sword(260, 1); break; case 5: Sword(140, 3); break; case 6: Sword(20, 1); Sword(100, 1); Sword(180, 1); Sword(260, 1); Sword(340, 1); break; case 7: Sword(20, 9); break; case 8: Sword(60, 1); Sword(140, 1); Sword(220, 1); Sword(300, 1); break; case 9: Sword(20, 1); Sword(100, 1); Sword(180, 1); Sword(220, 1); Sword(260, 1); Sword(300, 1); Sword(340, 1); break; case 10: Sword(20, 5); Sword(260, 3); break; } instance_destroy();