if live_call() return global.live_result; damage_number = scr_determine_damage_number_enemy("axis", "void", "void") attack_beam_width = 30 attack_beam_width_current = 20 attack_beam_width_inc = attack_beam_width / (0.4 * room_speed) attack_beam_width_fluctuation = 0 attack_beam_height = obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top attack_beam_grow = true attack_beam_draw_alpha = 0 attack_beam_draw_color = 16777215 attack_beam_flash_timer_max = 15 attack_beam_flash_timer = 0 attack_beam_timer = 3 attack_beam_stage = 1 screenshake = false screenshake_max = 5