if live_call() return global.live_result; var battle_box = obj_dialogue_box_battle_transformation_any show_debug_message(bullet_dist) if (bullet_dist < 3) instance_destroy() switch scene { case 0: break case 1: if (speed_current < speed_max) speed_current += accel_speed bullet_dist -= speed_current break default: } x = battle_box.x + (lengthdir_x(bullet_dist, direction)) y = battle_box.y + (lengthdir_y(bullet_dist, direction))