var player_weapon = global.player_weapon; var player_weapon_modifier = global.player_weapon_modifier; switch (player_weapon) { case "Toy Gun": switch (player_weapon_modifier) { case "Pebble Ammo": sprite_index = spr_toy_gun_battle_circle_pebbles; break; case "Cff Bean Ammo": sprite_index = spr_toy_gun_battle_circle_coffee; break; case "Glass Ammo": sprite_index = spr_toy_gun_battle_circle_glass; break; case "Silver Ammo": sprite_index = spr_toy_gun_battle_circle_silver; break; case "Nails": sprite_index = spr_toy_gun_battle_circle_nails; break; case "Friendliness Pellets": sprite_index = spr_toy_gun_battle_circle_pellets; break; case "Ice Pellets": sprite_index = spr_toy_gun_battle_circle_ice; break; case "Flint": sprite_index = spr_toy_gun_battle_circle_flint; break; } break; } image_speed = 0; image_index = 0; image_alpha = 1; image_xscale = 1; image_yscale = 1; instance_create(319, 320, obj_dialogue_box_battle_transformation_attack); with (obj_dialogue_box_battle_transformation_attack) { sprite_width_destination = sprite_height; sprite_height_destination = sprite_height; max_frames_default = 10; transform_type = "in"; }