if live_call() return global.live_result; object[0] = obj_battle_hp_max_self object[1] = obj_battle_hp_current_self object[2] = obj_fight object[3] = obj_act object[4] = obj_item object[5] = obj_mercy object[6] = obj_ceroba_transformation_p1_blast object[7] = obj_ceroba_body_pacifist_phase_1 object[8] = obj_petal object[9] = obj_text_hp object[10] = obj_ceroba_hair object[11] = obj_ceroba_cape_2 object[12] = obj_ceroba_phase_2_staff object[13] = obj_ceroba_legs object[14] = obj_ceroba_cape_1 object[15] = obj_ceroba_phase_2_head object[16] = obj_ceroba_sideburn_left object[17] = obj_ceroba_sideburn_right object[18] = obj_ceroba_transformation_mask var alpha_new = starlo_take_aim_overlay_alpha var alpha_id = shader_alpha for (var i = 0; i < array_length_1d(object); i++) { if instance_exists(object[i]) { with (object[i]) { shader_set(sh_grayscale) shader_set_uniform_f(alpha_id, alpha_new) draw_self() shader_reset() } } }