if live_call() return global.live_result; var battle_box = obj_dialogue_box_battle_transformation_any switch scene { case 1: cutscene_wait(1) break case 2: with (obj_battle_enemy_attack_bullet_spawner) { instance_destroy() with (instance_create_depth(x, y, -100, obj_battle_enemy_attack_bullet_rotating)) { bullet_dir = point_direction(battle_box.x, battle_box.y, x, y) bullet_dist = point_distance(battle_box.x, battle_box.y, x, y) direction = bullet_dir + 90 } } audio_play_sound(snd_ceroba_charge, 1, 0) scene++ break case 3: if (spin_speed < 10) spin_speed += 0.25 with (obj_battle_enemy_attack_bullet_rotating) { bullet_dir -= other.spin_speed direction = bullet_dir + 90 } cutscene_wait(2.5) break case 4: with (obj_battle_enemy_attack_bullet_rotating) { bullet_dir -= other.spin_speed direction = bullet_dir + 90 other.spin_speed = lerp(other.spin_speed, 0, 0.05) if (other.spin_speed < 1) { var spawner = instance_create_depth(x, y, -100, obj_battle_enemy_attack_bullet_spawner) spawner.sprite_index = spr_ceroba_attack_bullet_loop instance_destroy() other.scene = 5 } } break case 5: cutscene_wait(0.2) break case 6: with (obj_battle_enemy_attack_bullet_spawner) { direction = point_direction(x, y, battle_box.x, battle_box.y) speed = -10 } scene++ break case 7: with (obj_battle_enemy_attack_bullet_spawner) { direction = point_direction(x, y, battle_box.x, battle_box.y) speed = lerp(speed, 0, 0.15) if (abs(speed) <= 0.1) other.scene = 8 } break case 8: with (obj_battle_enemy_attack_bullet_spawner) { instance_destroy() with (instance_create_depth(x, y, -100, obj_battle_enemy_attack_bullet_rotating)) { direction = point_direction(x, y, battle_box.x, battle_box.y) speed = 3 } } audio_play_sound(snd_ceroba_super_bullet_drop, 1, 0) scene++ break case 9: with (obj_battle_enemy_attack_bullet_rotating) { if (speed < 15) speed += 3 if (point_distance(x, y, battle_box.x, battle_box.y) < 10) instance_destroy() } if (!instance_exists(obj_battle_enemy_attack_bullet_rotating)) { instance_create_depth(battle_box.x, battle_box.y, -200, obj_battle_enemy_attack_rotating_bullet_explode) scene++ } break case 10: if instance_exists(obj_battle_enemy_attack_rotating_bullet_explode) scene++ break case 11: if (!instance_exists(obj_battle_enemy_attack_ceroba_diamond)) cutscene_wait(2.5) break case 12: instance_create_depth(soul.x, soul.y, -100, obj_attack_diamond_warning) scene = 13 break case 13: if (!instance_exists(obj_battle_enemy_attack_bullet_residue)) scene = 14 break case 14: instance_destroy() break }