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 |
} |