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1
|
function scr_sme_yellow_rhythm_out_gen_end_script_el_bailadorscr_sme_yellow_rhythm_out_gen_end_script_el_bailador
function 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";
}
} ()
|
|
2
|
{
|
|
3
|
if (audio_play == 496 || audio_play == 510)
|
|
4
|
{
|
|
5
|
with (obj_battle_enemy_attack_el_bailador_dance)
|
|
6
|
event_user(1);
|
|
7
|
with (obj_sme_yellow_rhythm_generator)
|
|
8
|
alarm[0]
|
|
9
|
}
|
|
10
|
else if (audio_play == 497 || audio_play == 511)
|
|
11
|
{
|
|
12
|
instance_create(0, 0, obj_battle_enemy_attack_el_bailador_whiteout);
|
|
13
|
}
|
|
14
|
else
|
|
15
|
{
|
|
16
|
with (obj_battle_enemy_attack_el_bailador_dance)
|
|
17
|
event_user(1);
|
|
18
|
with (obj_dialogue_box_battle_transformation_any)
|
|
19
|
sc_direction = "Out";
|
|
20
|
}
|
|
21
|
}
|