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gml_Object_obj_battle_enemy_attack_el_bailador_whiteout_Create_0

(view raw script w/o annotations or w/e)
1
fade_out = false
2
image_alpha = 0
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no_loop = false
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if (global.sound_carry_battle == false)
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    scr_audio_fade_out_battle
scr_audio_fade_out_battle

function scr_audio_fade_out_battle(argument0) //gml_Script_scr_audio_fade_out_battle { var audio_array_val = 0 sound_y[audio_array_val] = mus_apprehension_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_dalvbattle_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_dalvopening_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_01_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_02_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_03_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_04_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_05_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_06_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_07_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_08_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_09_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_10_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_finale_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_battle_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_decibat_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_floweynew_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_funsized_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_genobattle_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_mart_geno_wind_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_martletbattle_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_nobodycame_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_occupied_turf_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_prebattle1_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_prebattle2_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_prebattle3_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_battle_snowdin audio_array_val += 1 sound_y[audio_array_val] = mus_trial_by_fury audio_array_val += 1 sound_y[audio_array_val] = mus_heatwave_approaching for (i = 0; i < array_length_1d(sound_y); i += 1) { if audio_is_playing(sound_y[i]) audio_sound_gain(sound_y[i], 0, argument0) } }
(800)