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gml_GlobalScript_scr_sme_yellow_rhythm_out_gen_end_script_el_bailador

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function scr_sme_yellow_rhythm_out_gen_end_script_el_bailador
scr_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"; } }
()
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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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    {
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        instance_create(0, 0, obj_battle_enemy_attack_el_bailador_whiteout);
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    }
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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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}