if live_call() return global.live_result; switch scene { case 0: instance_create_depth(0, 0, -100, ds_list_find_value(attack_list, 0)) var old_value = ds_list_find_value(attack_list, 0) ds_list_delete(attack_list, 0) ds_list_insert(attack_list, irandom_range(attackmax_repeat, (ds_list_size(attack_list) - 1)), old_value) scene++ break case 1: if cutscene_wait(attack_delay) cutscene_advance(0) break }