if live_call() return global.live_result; scr_audio_fade(global.battle_music, 300) instance_create_depth(x, (y - 20), (depth + 1), obj_ceroba_transformation_beam_spawner) scene = 0 cutscene_timer = 0 draw_alpha = 0 audio_play_sound(mus_cymbal, 1, 0, 1, 1)