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function scr_sme_yellow_rhythm_out_gen_end_script_el_bailadorscr_sme_yellow_rhythm_out_gen_end_script_el_bailadorfunction scr_sme_yellow_rhythm_out_gen_end_script_el_bailador() //gml_Script_scr_sme_yellow_rhythm_out_gen_end_script_el_bailador
{
if (audio_play == 496 || audio_play == 510)
{
with (obj_battle_enemy_attack_el_bailador_dance)
event_user(1)
with (obj_sme_yellow_rhythm_generator)
alarm[0]
}
else if (audio_play == 497 || audio_play == 511)
instance_create(0, 0, obj_battle_enemy_attack_el_bailador_whiteout)
else
{
with (obj_battle_enemy_attack_el_bailador_dance)
event_user(1)
with (obj_dialogue_box_battle_transformation_any)
sc_direction = "Out"
}
} () //gml_Script_scr_sme_yellow_rhythm_out_gen_end_script_el_bailador |
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{ |
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if (audio_play == 496 || audio_play == 510) |
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{ |
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with (obj_battle_enemy_attack_el_bailador_dance) |
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event_user(1) |
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with (obj_sme_yellow_rhythm_generator) |
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alarm[0] |
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} |
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else if (audio_play == 497 || audio_play == 511) |
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instance_create(0, 0, obj_battle_enemy_attack_el_bailador_whiteout) |
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else |
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{ |
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with (obj_battle_enemy_attack_el_bailador_dance) |
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event_user(1) |
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with (obj_dialogue_box_battle_transformation_any) |
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sc_direction = "Out" |
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} |
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} |