areas = 3 areax1[0] = 120 areay1[0] = 100 areax2[0] = 760 areay2[0] = 580 areax1[1] = 880 areay1[1] = 360 areax2[1] = 1360 areay2[1] = 880 areax1[2] = 200 areay1[2] = 720 areax2[2] = 760 areay2[2] = 1360 battlealpha = 0 if (room == room_forest_dancers1_ch1) { for (var i = 0; i < 5; i += 1) { sc = instance_create_ch1(320, (160 + 80 * i), obj_scissordancer_ch1) with (sc) { hspeed = 0 vspeed = -5 } } for (i = 0; i < 4; i += 1) { sc = instance_create_ch1((520 + 80 * i), 450, obj_scissordancer_ch1) with (sc) { vspeed = 0 hspeed = -5 } } for (i = 0; i < 2; i += 1) { sc = instance_create_ch1(500, (170 - 80 * i), obj_scissordancer_ch1) with (sc) { vspeed = 5 hspeed = 0 } } for (i = 0; i < 4; i += 1) { sc = instance_create_ch1(960, (440 - 80 * i), obj_scissordancer_ch1) with (sc) vspeed = 5 } for (i = 0; i < 4; i += 1) { sc = instance_create_ch1(960, (40 - 80 * i), obj_scissordancer_ch1) with (sc) vspeed = 5 } sc = instance_create_ch1(280, 830, obj_scissordancer_ch1) with (sc) { vspeed = -5 hspeed = 0 } sc = instance_create_ch1(580, 820, obj_scissordancer_ch1) with (sc) { hspeed = 5 vspeed = 0 } sc = instance_create_ch1(590, 1050, obj_scissordancer_ch1) with (sc) { vspeed = 5 hspeed = 0 } sc = instance_create_ch1(290, 1060, obj_scissordancer_ch1) with (sc) { hspeed = -5 vspeed = 0 } } if (room == room_cc_4f_ch1) { areax1[0] = 260 areay1[0] = 40 areax2[0] = 1120 areay2[0] = 820 areas = 1 } tile_fade = 0 if (room == room_forest_dancers1_ch1 || room == room_cc_4f_ch1) { alpha_changed = 0 tile_fade = 1 tilearray = tile_get_ids_at_depth_ch1(777777) for (i = 0; i < array_length_1d(tilearray); i++) tile_set_alpha_ch1(tilearray[i], 0) }