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gml_Object_obj_battle_fade_out_screen_Alarm_0

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1
if (instance_exists(obj_dialogue_battle_flee))
2
{
3
    switch (global.enemy_count)
4
    {
5
        case 1:
6
            if (global.enemy_dead == false)
7
            {
8
                global.enemy_exp = 0;
9
                global.enemy_gold = 0;
10
            }
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            global.player_exp += global.enemy_exp;
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            global.player_gold += global.enemy_gold;
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            break;
14
        case 2:
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            if (global.enemy_dead == false)
16
            {
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                global.enemy_gold = 0;
18
                global.enemy_exp = 0;
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            }
20
            if (global.enemy_dead_2 == false)
21
            {
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                global.enemy_gold_2 = 0;
23
                global.enemy_exp_2 = 0;
24
            }
25
            global.player_exp += (global.enemy_exp + global.enemy_exp_2);
26
            global.player_gold += (global.enemy_gold + global.enemy_gold_2);
27
            break;
28
        case 3:
29
            if (global.enemy_dead == false)
30
            {
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                global.enemy_gold = 0;
32
                global.enemy_exp = 0;
33
            }
34
            if (global.enemy_dead_2 == false)
35
            {
36
                global.enemy_gold_2 = 0;
37
                global.enemy_exp_2 = 0;
38
            }
39
            if (global.enemy_dead_3 == false)
40
            {
41
                global.enemy_gold_3 = 0;
42
                global.enemy_exp_3 = 0;
43
            }
44
            global.player_exp += (global.enemy_exp + global.enemy_exp_2 + global.enemy_exp_3);
45
            global.player_gold += (global.enemy_gold + global.enemy_gold_2 + global.enemy_gold_3);
46
            break;
47
    }
48
    if (global.player_exp >= global.player_exp_next[global.player_level])
49
    {
50
        for (var i = global.player_level; i <= 20; i += 1)
51
        {
52
            if (global.player_exp >= global.player_exp_next[i])
53
            {
54
                global.player_level = i + 1;
55
                global.max_hp_self = global.player_hp_next[i];
56
                global.player_attack = global.player_attack_next[i];
57
                global.player_defense = global.player_defense_next[i];
58
            }
59
            else
60
            {
61
                break;
62
            }
63
        }
64
    }
65
}
66
var game_mode = global.game_mode;
67
if (game_mode == "customs")
68
{
69
    var battle_enemy_name = global.battle_enemy_name;
70
    if (battle_enemy_name == "craniex")
71
    {
72
        if (global.enemy_spared == true)
73
            global.enemy_craniex_status = "spared";
74
        else if (global.enemy_dead == true)
75
            global.enemy_craniex_status = "dead";
76
    }
77
    if (battle_enemy_name == "ms mettaton")
78
    {
79
        if (global.enemy_spared == true)
80
            global.enemy_ms_mettaton_status = "spared";
81
        else if (global.enemy_dead == true)
82
            global.enemy_ms_mettaton_status = "dead";
83
    }
84
    room_goto(rm_black_screen_cutscene);
85
}
86
else if (game_mode == "yellow")
87
{
88
    obj_pl.image_alpha = 1;
89
    if (global.party_member != -4 && instance_exists(global.party_member))
90
        global.party_member.image_alpha = 1;
91
    scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
92
    room_goto(asset_get_index(global.current_room_overworld));
93
    instance_create(0, 0, obj_overworld_fade_in_screen);
94
    global.sound_carry_overworld = false;
95
}