if live_call() return global.live_result; var box = obj_dialogue_box_battle_transformation_any switch scene { case 0: var xx = choose((box.bbox_left + 40), (box.bbox_right - 40)) var yy = choose((box.bbox_top + 40), (box.bbox_bottom - 40)) if place_free(xx, yy) { gear_current = instance_create_depth(xx, yy, (obj_heart_battle_fighting_parent.depth - 10), obj_battle_enemy_attack_guardener_launcher_destroyable_fadein) cutscene_advance() } break case 1: cutscene_wait(0.25) break case 2: if (gear_current.y < box.y) { var launch_dir_new = "up" var dir_new = 180 yy = box.bbox_bottom + 5 } else { launch_dir_new = "down" dir_new = 0 yy = box.bbox_top - 5 } xx = gear_current.x var arm = instance_create_depth(xx, yy, (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_arm) arm.launch_dir = launch_dir_new arm.image_angle = dir_new arm.arm_return = 10 cutscene_advance() break case 3: if cutscene_wait(2) { attack_count -= 1 if (attack_count > 0) cutscene_advance(0) else instance_destroy() } break }