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 }