if (live_call()) return global.live_result; if (scene == 0) { if (layer_sequence_is_finished(entrance_seq)) { idle_seq = layer_sequence_create("sequence_layer", xx, yy, 9); scene = 1; instance_create_depth(xx - 67, yy - 10, -100, obj_battle_enemy_attack_mecha_frog_arm); arm_right = instance_create_depth(xx + 70, yy - 10, -100, obj_battle_enemy_attack_mecha_frog_arm); arm_right.image_xscale = -1; hand_left = instance_create_depth(xx - 103, yy - 18, -101, obj_battle_enemy_attack_mecha_frog_hand); hand_right = instance_create_depth(xx + 110, yy - 18, -101, obj_battle_enemy_attack_mecha_frog_hand); hand_right.image_xscale = -1; hand_reroll = true; } } else if (scene == 1) { layer_sequence_destroy(entrance_seq); scene = 2; } if (hand_reroll == true) { var new_hand = choose(hand_right, hand_left); with (new_hand) active = true; hand_reroll = false; }