I think you need to take a step back and think about the high level design of what you are trying to accomplish. I will refer to your rotating skull thing as an “entity” below.
Think of it in phases:
1 - Spawn (this is done once for each entity)
2 - Animate / Move (this is done every frame for each entity)
3 - Clean up - (This is done whenever you want an entity to go away)
You could make this a function, or you can set a global variable, but the most important part is that this code only executes once when you create a new entity. You will likely just pass in a position. Or a skullpos object to center around. This is where you will call all of the create calls on the skulls and put them at the starting positions or set and instance variable on them with their starting angle. I reccommend also setting an instance variable called id on each skullpos, and an instance vriable on each skull object called “parent” which refers to the id of the skullpos it belongs to. Remeber this code should only run once per new object… maybe a big “TriggerOnce” block.
Animate / Move
This is done every frame, which is the default for all the code blocks. Use a Foreach skullpos object like Gruk explained. Move each skullpos if they are moving around. Then add an inner For each skull object where “skull.parent == skullpos.id”, and bump the angle of each of those skulls and reposition them around the skullpos.
When removing a skullpos from the scene, your can use a single condition like “skull.parent == skullpos.id” to select all the skulls associated with the skullpos and then call delete on “skull” and it will apply to all of them. Them you can delete the skullpos.
These are just design tips. It’s best to really think about these types of things before you start coding, but I often code first too, so no shame!