| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
if (scene == 0) |
| 4 |
{ |
| 5 |
if (layer_sequence_is_finished(entrance_seq)) |
| 6 |
{ |
| 7 |
idle_seq = layer_sequence_create("sequence_layer", xx, yy, 9); |
| 8 |
scene = 1; |
| 9 |
instance_create_depth(xx - 67, yy - 10, -100, obj_battle_enemy_attack_mecha_frog_arm); |
| 10 |
arm_right = instance_create_depth(xx + 70, yy - 10, -100, obj_battle_enemy_attack_mecha_frog_arm); |
| 11 |
arm_right.image_xscale = -1; |
| 12 |
hand_left = instance_create_depth(xx - 103, yy - 18, -101, obj_battle_enemy_attack_mecha_frog_hand); |
| 13 |
hand_right = instance_create_depth(xx + 110, yy - 18, -101, obj_battle_enemy_attack_mecha_frog_hand); |
| 14 |
hand_right.image_xscale = -1; |
| 15 |
hand_reroll = true; |
| 16 |
} |
| 17 |
} |
| 18 |
else if (scene == 1) |
| 19 |
{ |
| 20 |
layer_sequence_destroy(entrance_seq); |
| 21 |
scene = 2; |
| 22 |
} |
| 23 |
if (hand_reroll == true) |
| 24 |
{ |
| 25 |
var new_hand = choose(hand_right, hand_left); |
| 26 |
with (new_hand) |
| 27 |
active = true; |
| 28 |
hand_reroll = false; |
| 29 |
} |