inv_check = 0
inv_timer += 1
if (global.inv >= 45 && inv_timer >= 5)
{
inv_check = 1
inv_timer = 0
}
if (global.inv >= 60 && inv_timer >= 4)
{
inv_check = 1
inv_timer = 0
}
if (global.inv >= 75 && inv_timer >= 3)
{
inv_check = 1
inv_timer = 0
}
if (lac >= 4 && global.hp <= 10 && inv_timer >= 2)
{
inv_check = 1
inv_timer = 0
}
if (inv_check == 0)
damageturn = 0
y = (global.idealborder[2] - 130)
if (bounce == 3)
{
siner += 1
yoff = (sin((siner / 18)) * 2)
}
if (bounce == 2)
{
siner += 1
yoff = (sin((siner / 15)) * 4)
}
if (bounce == 1)
{
siner += 1
yoff = sin((siner / 3))
xoff = cos((siner / 6))
}
if (bounce == 0)
{
siner = 0
yoff = 0
xoff = 0
}
if (deadtest == 0)
{
draw_sprite_ext(spr_sansb_legs, 0, x, (y + 90), 2, 2, 0, c_white, 1)
if (movearm == 0)
draw_sprite_ext(spr_sansb_torso, global.flag[20], (x + xoff), ((y + 42) + (yoff / 1.5)), 2, 2, 0, c_white, 1)
if (movearm == 1)
{
if (arm_i >= 11)
arm_i = 11
draw_sprite_ext(spr_sansb_rightstrike, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 2)
headx = -4
if (arm_i == 4)
headx = -8
if (arm_i == 6)
headx = 10
if (arm_i == 8)
headx = 4
if (arm_i < 11)
arm_i += aspeed
else
arm_i = 11
}
if (movearm == 2)
{
if (arm_i >= 11)
arm_i = 11
draw_sprite_ext(spr_sansb_handup, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 0)
heady = 4
if (arm_i == 2)
heady = 10
if (arm_i == 4)
heady = 4
if (arm_i == 6)
heady = -4
if (arm_i == 8)
heady = 0
if (arm_i < 11)
arm_i += aspeed
else
arm_i = 11
}
if (movearm == 3)
{
if (arm_i >= 9)
arm_i = 9
draw_sprite_ext(spr_sansb_handdown, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 0)
heady = 0
if (arm_i == 2)
heady = 0
if (arm_i == 4)
heady = 6
if (arm_i == 6)
heady = 10
if (arm_i < 9)
arm_i += aspeed
else
arm_i = 9
}
if (movearm == 4)
{
if (arm_i >= 10)
arm_i = 10
draw_sprite_ext(spr_sansb_rightstrike, floor((5 -