Phew, that was a tricky one.
This will need to be tested quite comprehensively but I'm not seeing any issues so far. Here's how it works:
1. We are now storing the Music Type of the enemy when deciding which is the lowest, we're going to use this in a bit.
2. We have added the 'pick all enemy' block. What this does, is removes the 'must be in spotlight' condition we started with, so that we can test enemies outside of it.
* Any that don't have a matching UID (That is, they aren't the lowest) will stop pulsing.
* Additionally, this loop will stop any other music types. This has the advantage of keeping the 'green' sound if you mouse from one green to another without a space.
Off-screen you want to keep the current Else block you have also, since that will trigger when we have no enemies selected at all which is something we still want.