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gml_Object_obj_newhome_03_cutscene_Step_0

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1
if live_call()
2
    return global.live_result;
3
switch scene
4
{
5
    case 0:
6
        if (obj_pl.y < 460)
7
            cutscene_advance()
8
        break
9
    case 1:
10
        cutscene_follower_into_actor()
11
        break
12
    case 2:
13
        cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
14
        break
15
    case 3:
16
        cutscene_npc_direction(obj_player_npc, "up")
17
        break
18
    case 4:
19
        cutscene_instance_create(actor_follower.x, (actor_follower.y - 40), obj_cutscene_ex)
20
        break
21
    case 5:
22
        cutscene_sfx_play(snd_encounter, 1)
23
        break
24
    case 6:
25
        cutscene_wait(0.5)
26
        break
27
    case 7:
28
        instance_destroy(obj_cutscene_ex)
29
        cutscene_advance()
30
        break
31
    case 8:
32
        cutscene_npc_walk(1164, obj_martlet_npc.x, (obj_player_npc.y - 20), 4, "x", "up")
33
        break
34
    case 9:
35
        cutscene_dialogue()
36
        with (msg)
37
        {
38
            talker[0] = 1164
39
            message[0] = "* (I see them!)"
40
            message[1] = "* (This way!)"
41
            prt[0] = 330
42
            prt[1] = 309
43
        }
44
        break
45
    case 10:
46
        cutscene_camera_move(163, 320, 3, true)
47
        cutscene_npc_walk(1164, 187, 370, 4, "y", "up")
48
        cutscene_npc_walk(1168, 139, 370, 4, "y", "up")
49
        cutscene_advance()
50
        break
51
    case 11:
52
        if (obj_martlet_npc.npc_arrived && obj_player_npc.npc_arrived)
53
            cutscene_advance()
54
        break
55
    case 12:
56
        cutscene_wait(2.5)
57
        break
58
    case 13:
59
        cutscene_npc_direction(obj_martlet_npc, "left")
60
    case 14:
61
        cutscene_npc_direction(obj_player_npc, "right")
62
        break
63
    case 15:
64
        cutscene_dialogue()
65
        with (msg)
66
        {
67
            talker[0] = 1164
68
            message[0] = "* (Ceroba looks#  distressed...)"
69
            message[1] = "* (I'm sure we can#  negotiate her down from#  this but...)"
70
            message[2] = "* (Worst comes to worst,#  we might have to#  retreat.)"
71
            message[3] = "* (Tactically, of#  course.)"
72
            message[4] = "* (Let's listen in...) "
73
            prt[0] = 317
74
            prt[1] = 329
75
            prt[2] = 317
76
            prt[3] = 320
77
            prt[4] = 321
78
            position = 1
79
        }
80
        break
81
    case 16:
82
        cutscene_npc_direction(obj_martlet_npc, "up")
83
    case 17:
84
        cutscene_npc_direction(obj_player_npc, "up")
85
        break
86
    case 18:
87
        cutscene_camera_move(163, 290, 2)
88
        break
89
    case 19:
90
        cutscene_wait(1)
91
        break
92
    case 20:
93
        cutscene_npc_direction(obj_ceroba_npc, "down")
94
    case 21:
95
        cutscene_dialogue()
96
        with (msg)
97
        {
98
            talker[0] = 1161
99
            talker[1] = 1169
100
            talker[3] = 1161
101
            talker[6] = 1169
102
            talker[7] = 1161
103
            talker[8] = 1169
104
            message[0] = "* Just leave me to my own#  devices, Star!"
105
            message[1] = "* Ceroba, I don't know#  what you're saying!"
106
            message[2] = "* Please calm down..."
107
            message[3] = "* I must go to the Lab!"
108
            message[4] = "* It's where Kanako is#  being kept!"
109
            message[5] = "* I have to get there by#  any means necessary!"
110
            message[6] = "* I'm not sure that's a#  good idea..."
111
            message[7] = "* Don't get in my way."
112
            message[8] = "* Or what? You'll kill#  me?"
113
            prt[0] = 368
114
            prt[1] = 406
115
            prt[2] = 416
116
            prt[3] = 368
117
            prt[4] = 366
118
            prt[5] = 366
119
            prt[6] = 420
120
            prt[7] = 368
121
            prt[8] = 421
122
            position = 0
123
        }
124
        break
125
    case 22:
126
        cutscene_wait(0.75)
127
        break
128
    case 23:
129
        cutscene_npc_direction(obj_ceroba_npc, "up")
130
    case 24:
131
        cutscene_dialogue()
132
        with (msg)
133
        {
134
            talker[0] = 1161
135
            talker[1] = 1164
136
            message[0] = "* I'll...                "
137
            message[1] = "* Hey!"
138
            prt[0] = 2987
139
            prt[1] = 309
140
            position = 0
141
            if (message_current == 0)
142
            {
143
                with (obj_martlet_npc)
144
                {
145
                    if (x != 163 && y != 350)
146
                    {
147
                        walk_speed = 4
148
                        x_dest[0] = 163
149
                        y_dest[0] = 350
150
                        axis_override = "x"
151
                        end_direction = "up"
152
                        can_walk = true
153
                    }
154
                }
155
                with (obj_player_npc)
156
                {
157
                    if (x != 151 && y != 363)
158
                    {
159
                        walk_speed = 4
160
                        x_dest[0] = 151
161
                        y_dest[0] = 363
162
                        axis_override = "x"
163
                        end_direction = "up"
164
                        can_walk = true
165
                    }
166
                }
167
                obj_ceroba_npc.npc_direction = "up"
168
                skippable = false
169
                if (cutoff >= string_length(message[message_current]))
170
                {
171
                    instance_create_depth(obj_ceroba_npc.x, (obj_ceroba_npc.y - 40), (obj_ceroba_npc.depth - 1), obj_cutscene_ex)
172
                    force_skip = true
173
                }
174
                obj_starlo_npc.npc_direction = "down"
175
            }
176
            if (message_current == 1)
177
                skippable = true
178
        }
179
        break
180
    case 25:
181
        cutscene_npc_direction(obj_ceroba_npc, "down")
182
    case 26:
183
        cutscene_npc_direction(obj_starlo_npc, "down")
184
    case 27:
185
        instance_destroy(obj_cutscene_ex)
186
        cutscene_advance()
187
        break
188
    case 28:
189
        cutscene_npc_walk(1164, 189, 322, 3, "y", "up")
190
        break
191
    case 29:
192
        cutscene_npc_walk(1168, 133, 315, 3, "y", "up")
193
        break
194
    case 30:
195
        cutscene_dialogue()
196
        with (msg)
197
        {
198
            talker[0] = 1164
199
            message[0] = "* Clover and I - we#  watched the tapes. "
200
            message[1] = "* You need to let this#  go!"
201
            message[2] = "* If not..."
202
            prt[0] = 322
203
            prt[1] = 309
204
            prt[2] = 317
205
            position = 0
206
            if (message_current == 2)
207
            {
208
                message_timer = 10
209
                skippable = false
210
            }
211
        }
212
        break
213
    case 31:
214
        cutscene_dialogue()
215
        with (msg)
216
        {
217
            talker[0] = 1169
218
            talker[2] = 1161
219
            talker[5] = 1169
220
            talker[10] = 1161
221
            message[0] = "* Why are you here,#  Clover!? "
222
            message[1] = "* You're supposed to be#  back home!"
223
            message[2] = "* No, thank you for#  finding me. Makes things#  easier.  "
224
            message[3] = "* If I were you two, I'd#  leave Clover here and#  forget about this."
225
            message[4] = "* It might not make sense#  to you, but it's for the#  best."
226
            message[5] = "* Cut the self-righteous#  act, will you?"
227
            message[6] = "* Just... stop it."
228
            message[7] = "* We can turn this#  around, Ceroba."
229
            message[8] = "* You said it yourself#  that Kanako is alive!"
230
            message[9] = "* Let's just find her and#  go back to our normal,#  happy life."
231
            message[10] = "* \"Happy life\"...#  That's rich."
232
            prt[0] = 403
233
            prt[1] = 416
234
            prt[2] = 377
235
            prt[3] = 371
236
            prt[4] = 377
237
            prt[5] = 403
238
            prt[6] = 420
239
            prt[7] = 421
240
            prt[8] = 417
241
            prt[9] = 417
242
            prt[10] = 609
243
            switch message_current
244
            {
245
                case 0:
246
                    noloop_message = 0
247
                    break
248
                case 2:
249
                    obj_starlo_npc.npc_direction = "up"
250
                    break
251
                case 3:
252
                    if (noloop_message < message_current)
253
                    {
254
                        noloop_message = message_current
255
                        other.cutscene_music = audio_play_sound(mus_ones_past, 1, 1)
256
                    }
257
                    break
258
            }
259
260
        }
261
        break
262
    case 32:
263
        cutscene_npc_direction(obj_ceroba_npc, "up")
264
        break
265
    case 33:
266
        cutscene_camera_move(163, 230, 1, false)
267
        break
268
    case 34:
269
        cutscene_wait(1.5)
270
        break
271
    case 35:
272
        if cutscene_dialogue()
273
            scene = 36
274
        with (msg)
275
        {
276
            talker[0] = 1161
277
            talker[1] = 1169
278
            talker[2] = 1161
279
            talker[5] = 1169
280
            talker[6] = 1161
281
            talker[13] = 1164
282
            talker[18] = 1161
283
            talker[20] = 1169
284
            talker[29] = 1161
285
            talker[33] = 1169
286
            talker[34] = 1161
287
            talker[35] = 1164
288
            talker[37] = 1161
289
            talker[38] = 1169
290
            message[0] = "* I... lied about Kanako,#  Star. I had to."
291
            message[1] = "* ...What?"
292
            message[2] = "* Falling down is#  practically a death#  sentence."
293
            message[3] = "* Unless a miracle takes#  place at the lab,#  there's no... "
294
            message[4] = "* ...There's no hope for#  her."
295
            message[5] = "* You..."
296
            message[6] = "* I-I'm trying to make#  the best of what I can,#  okay!?"
297
            message[7] = "* This is all I know to#  do at this point!"
298
            message[8] = "* Kanako... "
299
            message[9] = "* Kanako is a Boss#  Monster. "
300
            message[10] = "* She is the key to#  finishing Chujin's work!"
301
            message[11] = "* This is his legacy! His#  plan for the future! "
302
            message[12] = "* Monsterkind's only hope#  for survival!"
303
            message[13] = "* Don't you speak for#  him!"
304
            message[14] = "* You've seen the tapes,#  right?"
305
            message[15] = "* Do you honestly think#  this is what he wanted?"
306
            message[16] = "* Kanako wasn't supposed#  to be a factor in this!"
307
            message[17] = "* If he were here, the#  Chujin I knew woul-"
308
            message[18] = "* The Chujin you knew... "
309
            message[19] = "* You knew nothing of#  him."
310
            message[20] = "* No, Martlet's right."
311
            message[21] = "* We might've had some#  differing views but..."
312
            message[22] = "* ...Chujin was kind. To#  everyone."
313
            message[23] = "* And I know you are as#  well!"
314
            message[24] = "* It's just that right#  now, I..."
315
            message[25] = "* I don't understand you."
316
            message[26] = "* When I fought Clover I#  was \"reckless.\""
317
            message[27] = "* But when YOU want their#  SOUL, it's \"for the#  best\"?"
318
            message[28] = "* Not only Clover's...#  but the SOUL of your own"
319
            message[29] = "* Shut up!"
320
            message[30] = "* You think I don't know#  how far gone I am!?"
321
            message[31] = "* And where's this high#  horse coming from???"
322
            message[32] = "* Sounds to me like we're#  in this pit together."
323
            message[33] = "* Ceroba, please..."
324
            message[34] = "* Just... get out of here#  and let me finish what I#  started. "
325
            message[35] = "* Y-You can't have#  Clover!"
326
            message[36] = "* We are going to ASGORE#  and that's that!"
327
            message[37] = "* Don't you dare."
328
            message[38] = "* Martlet, grab Clover!#  I'll keep Ceroba at bay!"
329
            prt[0] = 609
330
            prt[1] = 418
331
            prt[2] = 394
332
            prt[3] = 394
333
            prt[4] = 609
334
            prt[5] = 416
335
            prt[6] = 368
336
            prt[7] = 394
337
            prt[8] = 609
338
            prt[9] = 394
339
            prt[10] = 368
340
            prt[11] = 366
341
            prt[12] = 2735
342
            prt[13] = 309
343
            prt[14] = 309
344
            prt[15] = 329
345
            prt[16] = 309
346
            prt[17] = 309
347
            prt[18] = 754
348
            prt[19] = 366
349
            prt[20] = 406
350
            prt[21] = 407
351
            prt[22] = 418
352
            prt[23] = 421
353
            prt[24] = 420
354
            prt[25] = 418
355
            prt[26] = 416
356
            prt[27] = 418
357
            prt[28] = 406
358
            prt[29] = 754
359
            prt[30] = 754
360
            prt[31] = 366
361
            prt[32] = 368
362
            prt[33] = 420
363
            prt[34] = 394
364
            prt[35] = 309
365
            prt[36] = 309
366
            prt[37] = 609
367
            prt[38] = 421
368
            switch message_current
369
            {
370
                case 0:
371
                    noloop_message = 0
372
                    break
373
                case 4:
374
                    obj_ceroba_npc.npc_direction = "down"
375
                    break
376
                case 5:
377
                    obj_starlo_npc.npc_direction = "left"
378
                    break
379
                case 7:
380
                    obj_starlo_npc.npc_direction = "up"
381
                    break
382
                case 8:
383
                    obj_ceroba_npc.npc_direction = "right"
384
                    break
385
                case 9:
386
                    obj_ceroba_npc.npc_direction = "down"
387
                    break
388
                case 17:
389
                    skippable = false
390
                    message_timer = 10
391
                    break
392
                case 18:
393
                    skippable = true
394
                    message_timer = -1
395
                    break
396
                case 28:
397
                    skippable = false
398
                    message_timer = 10
399
                    break
400
                case 29:
401
                    if (noloop_message < message_current)
402
                    {
403
                        noloop_message = message_current
404
                        scr_screenshake
scr_screenshake

function scr_screenshake(argument0, argument1) //gml_Script_scr_screenshake { if instance_exists(obj_screenshake_player) return; with (instance_create(__view_get((9 << 0), 0).x, __view_get((9 << 0), 0).y, obj_screenshake_player)) { alarm[0] intensity = argument1 } }
(8, 2)
405
                        audio_play_sound(snd_ceroba_yell, 1, 0)
406
                        audio_stop_sound(other.cutscene_music)
407
                    }
408
                    message_timer = -1
409
                    skippable = true
410
                    break
411
                case 35:
412
                    obj_starlo_npc.npc_direction = "down"
413
                    break
414
                case 37:
415
                    obj_starlo_npc.npc_direction = "up"
416
                    break
417
                case 38:
418
                    obj_starlo_npc.npc_direction = "down"
419
                    break
420
            }
421
422
        }
423
        break
424
    case 36:
425
        if (!instance_exists(obj_newhome_03_effects))
426
            instance_create_depth(0, 119, -999, obj_newhome_03_effects)
427
        obj_martlet_npc.x = 0
428
        obj_martlet_npc.y = 119
429
        if cutscene_npc_action_sprite(1164, 198, 1, true, 0, 672, 27)
430
            scene = 36
431
        obj_starlo_npc.x = 0
432
        obj_starlo_npc.y = 119
433
        if cutscene_npc_action_sprite(1169, 3385, 1, true, 0)
434
            scene = 36
435
        obj_ceroba_npc.x = 0
436
        obj_ceroba_npc.y = 119
437
        obj_ceroba_npc.npc_dynamic_depth = false
438
        obj_ceroba_npc.depth = obj_starlo_npc.depth + 1
439
        if cutscene_npc_action_sprite(1161, 2148, 1, true, 0)
440
            scene = 36
441
        obj_player_npc.x = 0
442
        obj_player_npc.y = 119
443
        if cutscene_npc_action_sprite(1168, 1274, 1, true, 0)
444
            scene = 36
445
        if (obj_starlo_npc.image_index >= 20)
446
        {
447
            obj_newhome_03_effects.image_speed = 0
448
            with (obj_actor_npc_base)
449
                image_speed = 0
450
            scene = 36.5
451
        }
452
        break
453
    case 36.5:
454
        if cutscene_dialogue()
455
        {
456
            obj_newhome_03_effects.image_speed = 1
457
            with (obj_actor_npc_base)
458
                image_speed = 1
459
            scene = 36.7
460
        }
461
        with (msg)
462
        {
463
            sndfnt = 107
464
            message[0] = "* Go, now!"
465
            prt[0] = 421
466
        }
467
        break
468
    case 36.7:
469
        if cutscene_npc_action_sprite(1164, 198, 1, true, 0, 672, 27)
470
            scene = 36.7
471
        if (obj_martlet_npc.image_index >= 50)
472
        {
473
            with (obj_actor_npc_base)
474
                image_speed = 0
475
            scene = 37
476
        }
477
        break
478
    case 37:
479
        cutscene_dialogue()
480
        with (msg)
481
        {
482
            sndfnt = 107
483
            message[0] = "* Son of a!"
484
            prt[0] = 403
485
            skippable = false
486
            message_timer = 30
487
        }
488
        break
489
    case 38:
490
        with (obj_actor_npc_base)
491
            image_speed = 1
492
        if (round(obj_starlo_npc.image_index) == 72)
493
        {
494
            if (!audio_is_playing(snd_newhome_03_starlo_defeat))
495
                audio_play_sound(snd_newhome_03_starlo_defeat, 1, 0)
496
        }
497
        if (floor(obj_starlo_npc.image_index) >= 108)
498
        {
499
            with (obj_actor_npc_base)
500
                image_speed = 0
501
            scene++
502
        }
503
        break
504
    case 39:
505
        cutscene_music_start(154, 0)
506
        break
507
    case 40:
508
        cutscene_wait(2.5)
509
        break
510
    case 41:
511
        obj_ceroba_npc.image_speed = 1
512
        if (round(obj_ceroba_npc.image_index) >= 119)
513
        {
514
            obj_ceroba_npc.sprite_index = spr_new_home_03_pref_ceroba_loop
515
            obj_ceroba_npc.image_speed = 1
516
            obj_ceroba_npc.action_sprite = true
517
            obj_ceroba_npc.action_sprite_stop = false
518
            instance_create_depth(0, 0, -2000, obj_petal_generator_overworld)
519
            cutscene_advance()
520
        }
521
        break
522
    case 42:
523
        cutscene_wait(1.5)
524
        break
525
    case 43:
526
        cutscene_dialogue()
527
        with (msg)
528
        {
529
            talker[0] = 1161
530
            message[0] = "* Clover... "
531
            message[1] = "* I... "
532
            message[2] = "* I'm sorry for what I've#  done."
533
            message[3] = "* I almost wish you never#  showed up in the Wild#  East."
534
            message[4] = "* Maybe then I could've#  continued to bury my#  sorrows in the Saloon."
535
            message[5] = "* But now... I must#  follow through with my#  mission."
536
            prt[0] = 609
537
            prt[1] = 609
538
            prt[2] = 394
539
            prt[3] = 371
540
            prt[4] = 394
541
            prt[5] = 609
542
            position = 1
543
        }
544
        break
545
    case 44:
546
        scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(cutscene_music, 500)
547
        cutscene_wait(1.5)
548
        break
549
    case 45:
550
        cutscene_music_start(14)
551
        break
552
    case 46:
553
        cutscene_dialogue()
554
        with (msg)
555
        {
556
            talker[0] = 1161
557
            message[0] = "* I've somehow grown to#  respect the hell out of#  you but... "
558
            message[1] = "* At the end of the#  day... you're naive."
559
            message[2] = "* There is so much you#  don't understand about#  monsters."
560
            message[3] = "* What, did you think#  you'd jump down here and#  find them?"
561
            message[4] = "* Five humans, living out#  their lives, unharmed..."
562
            message[5] = "* That isn't how it#  works."
563
            prt[0] = 370
564
            prt[1] = 377
565
            prt[2] = 394
566
            prt[3] = 370
567
            prt[4] = 377
568
            prt[5] = 370
569
            position = 1
570
        }
571
        break
572
    case 47:
573
        obj_player_npc.image_speed = 1
574
        if (round(obj_player_npc.image_index) >= 115)
575
        {
576
            obj_player_npc.image_speed = 0
577
            cutscene_advance()
578
        }
579
        break
580
    case 48:
581
        cutscene_wait(1.5)
582
        break
583
    case 49:
584
        cutscene_dialogue()
585
        with (msg)
586
        {
587
            talker[0] = 1161
588
            message[0] = "* I'm guessing you#  discovered that truth,#  right? Then what?"
589
            message[1] = "* Was your and Martlet's#  plan to storm Asgore's#  Castle for revenge?"
590
            message[2] = "* Or was it simply to#  plead for a free ticket#  back to the Surface?"
591
            message[3] = "* He only needs two more#  SOULS to shatter the#  barrier."
592
            message[4] = "* Wouldn't hesitate for a#  SECOND to make that one."
593
            message[5] = "* But... who am I to#  criticize how he carries#  out business?"
594
            message[6] = "* Here I am about to do#  the very same thing..."
595
            message[7] = "* I am a hypocrite. A#  liar. Sure."
596
            message[8] = "* But at least I... "
597
            message[9] = "* ...with Chujin's#  guidance, can save#  countless monster lives."
598
            message[10] = "* These two couldn't#  understand that. And#  Asgore..."
599
            message[11] = "* Asgore is a coward."
600
            message[12] = "* Didn't believe in my#  husband at all."
601
            message[13] = "* He thinks problems will#  just disappear if he#  closes the curtains."
602
            message[14] = "* I long for freedom as#  much as anyone but he..."
603
            message[15] = "* He doesn't consider#  what will happen once he#  gets his SOULS."
604
            message[16] = "* Everyone else too."
605
            message[17] = "* They all believe victory#  will come easy but the#  humans I've heard of?"
606
            message[18] = "* They are powerful.#  Ruthless."
607
            message[19] = "* As soon as we try to#  leave..."
608
            message[20] = "* ...They will stuff us#  RIGHT back into this#  hellhole."
609
            message[21] = "* They want our misery to#  fester until we give up#  and die out."
610
            message[22] = "* ..."
611
            message[23] = "* I am no better than#  Asgore on a scale of#  morality, I'm sure of it."
612
            message[24] = "* But what I am, is#  proactive."
613
            message[25] = "* Monsterkind is worth#  protecting, so I will#  see that it is done. "
614
            prt[0] = 370
615
            prt[1] = 370
616
            prt[2] = 377
617
            prt[3] = 371
618
            prt[4] = 370
619
            prt[5] = 377
620
            prt[6] = 394
621
            prt[7] = 609
622
            prt[8] = 371
623
            prt[9] = 371
624
            prt[10] = 370
625
            prt[11] = 377
626
            prt[12] = 394
627
            prt[13] = 371
628
            prt[14] = 394
629
            prt[15] = 394
630
            prt[16] = 371
631
            prt[17] = 370
632
            prt[18] = 394
633
            prt[19] = 394
634
            prt[20] = 368
635
            prt[21] = 368
636
            prt[22] = 394
637
            prt[23] = 370
638
            prt[24] = 377
639
            prt[25] = 609
640
            position = 1
641
        }
642
        break
643
    case 50:
644
        cutscene_audio_fade(cutscene_music, 0, 1500, 0.15, false, true)
645
        break
646
    case 51:
647
        cutscene_wait(1)
648
        break
649
    case 52:
650
        cutscene_dialogue()
651
        with (msg)
652
        {
653
            talker[0] = 1161
654
            message[0] = "* Truthfully..."
655
            message[1] = "* I have nothing left in#  life, so I've made peace#  with throwing it away."
656
            message[2] = "* ..."
657
            message[3] = "* You'll fight back, but#  you can't forever."
658
            message[4] = "* Goodbye."
659
            prt[0] = 609
660
            prt[1] = 609
661
            prt[2] = 609
662
            prt[3] = 394
663
            prt[4] = 609
664
            position = 1
665
        }
666
        break
667
    case 53:
668
        obj_ceroba_npc.npc_dynamic_depth = false
669
        obj_ceroba_npc.depth = -99999
670
        cutscene_battle_initiate("ceroba", true, false)
671
        obj_heart_initiate_battle.x = 162
672
        obj_heart_initiate_battle.y = 310
673
        obj_heart_initiate_battle.x_override = 162
674
        obj_heart_initiate_battle.y_override = 310
675
        break
676
}