hero_state = "fail"; for (ti = 0; ti < 3; ti += 1) { if (obj_pink_enemy.datecount == 1 || obj_pink_enemy.datecount == 2) { damage = global.hp[ti + 1] * 0.25; if (damage < 31) damage = 30; if (ti == 0 && global.hp[1] > 1 && global.hp[1] < 30) damage = global.hp[1] - 1; if (ti == 1 && global.hp[2] > 1 && global.hp[2] < 30) damage = global.hp[2] - 1; if (ti == 2 && global.hp[3] > 1 && global.hp[3] < 30) damage = global.hp[3] - 1; } if (obj_pink_enemy.datecount == 3) { if (global.hp[ti + 1] > (global.maxhp[ti + 1] * 0.65)) damage = 80; if (global.hp[ti + 1] <= (global.maxhp[ti + 1] * 0.65) && global.hp[ti + 1] >= (global.maxhp[ti + 1] * 0.3)) damage = 40; if (global.hp[ti + 1] < (global.maxhp[ti + 1] * 0.3)) damage = 10; } if (obj_pink_enemy.datecount == 4) damage = 1; target = ti; if (global.hp[global.char[ti]] > 0 && global.char[ti] != 0) { global.inv = -1; global.ignoredefense = true; scr_damage(); global.ignoredefense = false; with (obj_dmgwriter) depth = other.depth - 100; if (ti == 0) dmgwriter.x = camerax() + 70; if (ti == 0) dmgwriter.y = cameray() + 430; if (ti == 0) dmgwriter.ystart = cameray() + 430; if (ti == 1) dmgwriter.x = camerax() + 270; if (ti == 1) dmgwriter.y = cameray() + 430; if (ti == 1) dmgwriter.ystart = cameray() + 430; if (ti == 2) dmgwriter.x = camerax() + 480; if (ti == 2) dmgwriter.y = cameray() + 430; if (ti == 2) dmgwriter.ystart = cameray() + 430; } } snd_stop(snd_hurt1); snd_play(snd_hurt1);