if live_call() return global.live_result; switch scene { case -1: break case 0: if (box_resize == true && (!(scr_battle_box_resize_midfight(280, 140)))) return; with (obj_axis_body) { sprite_index = spr_axis_body_charge image_index = 0 image_speed = 1 } scene++ break case 1: with (obj_axis_body) { if (image_index >= (image_number - 1)) { sprite_index = spr_axis_body_charge_hold other.scene++ } } break case 2: var ball = instance_create_depth(obj_axis_body.x, (obj_axis_body.y - 80), -300, obj_battle_enemy_attack_axis_energy_ball_boss_red) ball.launch_speed = launch_speed scene++ break case 3: obj_axis_body.x = 320 + sin(degtorad(axis_deg)) * axis_x_offset axis_deg += axis_deg_inc if (axis_deg > 360) axis_deg -= 360 if (!instance_exists(obj_battle_enemy_attack_axis_energy_ball_boss_red)) instance_destroy() break default: }