if live_call() return global.live_result; switch scene { case 0: draw_alpha += 0.05 if (draw_alpha >= 1) scene++ break case 1: cutscene_wait(0.5) break case 2: obj_axis_body.sprite_index = spr_axis_body_nocharge obj_axis_body.base_sprite = 1391 instance_destroy(obj_quote_battle_axis_attack_end) instance_destroy(obj_background_boss_battle_axis_yellow) instance_create_depth(obj_axis_body.x, obj_axis_body.y, (obj_axis_body.depth - 1), obj_axis_heart) scene++ break case 3: draw_alpha -= 0.05 if (draw_alpha <= 0) scene++ break case 4: cutscene_wait(1) break case 5: instance_create(402, 68, obj_quote_bubble_battle_yellow_2) instance_create(0, 0, obj_quote_battle_axis_special_robot) scene++ break case 6: if (!instance_exists(obj_quote_battle_axis_special_robot)) cutscene_wait(1) break case 7: instance_create(402, 68, obj_quote_bubble_battle_yellow_2) instance_create(0, 0, obj_quote_battle_axis_neutral_post_attacks) scene++ break case 8: if (!instance_exists(obj_quote_battle_axis_neutral_post_attacks)) { global.action_1_important = true global.action_1_color = 65535 global.action_amount = 1 instance_destroy() } break }