main_list = ds_list_create(); ds_list_add(main_list, 2, 3, 4, 5); ds_list_shuffle(main_list); first_attack = ds_list_find_value(main_list, 0); if (first_attack == 1 && ds_list_find_value(main_list, 1) == 3) ds_list_delete(main_list, 1); second_attack = ds_list_find_value(main_list, 1); if (second_attack == 1 && ds_list_find_value(main_list, 2) == 3) ds_list_delete(main_list, 2); third_attack = ds_list_find_value(main_list, 2); first_attack = obj_knight_enemy.first_attack; second_attack = obj_knight_enemy.second_attack; third_attack = obj_knight_enemy.third_attack; var knight = -4; switch (first_attack) { case 0: break; case 1: knight = instance_create(creatorid.x, creatorid.y, obj_roaringknight_quickslash_attack); break; case 2: knight = instance_create(creatorid.x, creatorid.y, obj_knight_rotating_slash); break; case 3: knight = instance_create(creatorid.x, creatorid.y, obj_knight_tunnel_slasher_2_revised); break; case 4: knight = instance_create(creatorid.x, creatorid.y, obj_knight_swordfall); break; case 5: knight = instance_create(creatorid.x, creatorid.y, obj_knight_weird_bottom_manager); break; } with (knight) { turn_type = "start"; if (other.composition == 1) turn_type = "short start"; turn_segment = -1; if (other.composition) turn_segment = 0; next_up = other.second_attack; next_next_up = other.third_attack; event_user(0); } scr_bullet_inherit(knight); knight.creatorid = creatorid; knight.creator = creator; instance_destroy();