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gml_Object_obj_ceroba_phase_2_overworld_cutscene_1_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
switch (scene)
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{
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    case -1:
6
        if (room == rm_battle)
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            exit;
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        cutscene_wait(3);
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        break;
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    case 0:
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        instance_create_depth(250, 119, 0, obj_ceroba_npc);
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        obj_ceroba_npc.npc_direction = "up";
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        instance_create_depth(137, 79, 0, obj_chujin_npc);
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        obj_chujin_npc.npc_direction = "down";
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        cutscene_advance();
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        break;
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    case 1:
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        draw_alpha = lerp(draw_alpha, 0, 0.1);
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        if (draw_alpha <= 0.01)
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        {
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            draw_alpha = 0;
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            scene++;
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        }
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        break;
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    case 2:
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        cutscene_wait(1);
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        break;
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    case 3:
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        obj_ceroba_npc.npc_direction = "left";
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1161;
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            talker[4] = 92;
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            talker[5] = 1161;
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            talker[6] = 92;
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            talker[10] = 1161;
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            message[0] = "* What would you like to#  wear tomorrow, honey?";
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            message[1] = "* Solomon and Crestina#  are paying a visit, and#  bringing food too.";
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            message[2] = "* I'll help you up and we#  can all enjoy a picnic#  on the front porch.";
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            message[3] = "* How's that sound?";
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            message[4] = "* Ceroba.";
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            message[5] = "* ...Yes?";
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            message[6] = "* I don't...";
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            message[7] = "* ...";
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            message[8] = "* Heh.";
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            message[9] = "* This is all so pitiful.";
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            message[10] = "* Hey... don't say that.";
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            prt[0] = 398;
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            prt[1] = 372;
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            prt[2] = 372;
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            prt[3] = 398;
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            prt[4] = 2212;
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            prt[5] = 3757;
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            prt[6] = 1544;
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            prt[7] = 2623;
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            prt[8] = 3006;
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            prt[9] = 3006;
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            prt[10] = 3757;
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        }
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        break;
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    case 4:
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        cutscene_npc_walk(1161, 186, 119, 3, "x", "left");
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        break;
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    case 5:
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        cutscene_npc_action_sprite(1161, 847, 1, true, 0);
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        break;
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    case 6:
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        obj_ceroba_npc.left_sprite_idle = 3759;
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        obj_ceroba_npc.action_sprite = false;
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        cutscene_advance();
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        break;
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    case 7:
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        cutscene_wait(0.75);
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        break;
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    case 8:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1161;
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            talker[2] = 92;
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            talker[4] = 1161;
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            talker[5] = 92;
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            talker[9] = 1161;
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            talker[13] = 92;
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            talker[16] = 1161;
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            talker[17] = 92;
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            talker[18] = 1161;
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            talker[19] = 92;
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            talker[22] = 1161;
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            talker[23] = 92;
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            talker[26] = 1161;
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            talker[29] = 92;
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            talker[31] = 1161;
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            talker[32] = 92;
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            message[0] = "* We don't need to have#  anyone over.";
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            message[1] = "* It could just be us.";
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            message[2] = "* A picnic sounds lovely.";
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            message[3] = "* I want you and Kanako#  to have one, surrounded#  by your closest friends.";
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            message[4] = "* What are you saying?";
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            message[5] = "* I...";
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            message[6] = "* Gosh...";
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            message[7] = "* You know...";
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            message[8] = "* I never was afraid of#  it all my life but now#  that it's so close...";
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            message[9] = "* No...";
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            message[10] = "* Shut up. Stop it.";
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            message[11] = "* Say it like it is or#  don't say anything.";
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            message[12] = "* I can't do this. Not#  now.";
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            message[13] = "* I'm sorry.";
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            message[14] = "* There's something I#  must tell you.";
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            message[15] = "* My work... We never#  talked about it much,#  did we?";
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            message[16] = "* We didn't.";
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            message[17] = "* When I built this#  house, I installed a#  basement.";
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            message[18] = "* What...? ";
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            message[19] = "* The entrance is under#  the kotatsu. Always has#  been.";
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            message[20] = "* There, I worked towards#  a project.";
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            message[21] = "* Something much bigger#  than myself. Bigger than#  all of us.";
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            message[22] = "* I don't understand...";
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            message[23] = "* I recorded a message#  for you.";
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            message[24] = "* When I'm gone, I would#  like you to view it.";
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            message[25] = "* Will you do that for#  me?";
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            message[26] = "* ...";
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            message[27] = "* I will.";
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            message[28] = "* I promise you, I will.";
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            message[29] = "* ...";
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            message[30] = "* I haven't seen tears#  from you since we met at#  the crossing.";
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            message[31] = "* I save them for the#  moments that matter.";
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            message[32] = "* I'm glad...";
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            message[33] = "* Because this moment#  matters a lot to me.";
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            prt[0] = 372;
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            prt[1] = 372;
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            prt[2] = 3002;
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            prt[3] = 3002;
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            prt[4] = 3757;
135
            prt[5] = 2623;
136
            prt[6] = 3002;
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            prt[7] = 1474;
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            prt[8] = 1474;
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            prt[9] = 609;
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            prt[10] = 609;
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            prt[11] = 609;
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            prt[12] = 3757;
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            prt[13] = 1544;
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            prt[14] = 1474;
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            prt[15] = 3002;
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            prt[16] = 370;
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            prt[17] = 1544;
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            prt[18] = 370;
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            prt[19] = 3002;
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            prt[20] = 1544;
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            prt[21] = 2623;
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            prt[22] = 2987;
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            prt[23] = 1544;
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            prt[24] = 3002;
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            prt[25] = 1474;
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            prt[26] = 2987;
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            prt[27] = 2987;
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            prt[28] = 2987;
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            prt[29] = 379;
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            prt[30] = 3621;
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            prt[31] = 2987;
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            prt[32] = 379;
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            prt[33] = 3002;
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            if (message_current == 2 && other.cutscene_music == 0)
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                other.cutscene_music = audio_play_sound(mus_tucked_in, 1, 1);
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        }
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        break;
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    case 9:
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        obj_chujin_npc.image_alpha = 0;
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        cutscene_npc_action_sprite(1161, 3625, 1, true, 0);
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        break;
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        break;
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    case 10:
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        cutscene_wait(0.5);
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        break;
176
    case 11:
177
        camera_set_view_speed(view_camera[0], -1, -1);
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        cutscene_camera_move(0, 400, 2);
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        break;
180
    case 12:
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        if (cutscene_wait(1.5))
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            scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(arg0, arg1) { var snd = arg0; var fade_len = arg1; 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, 1000);
183
        break;
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    case 13:
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        draw_alpha = lerp(draw_alpha, 1, 0.05);
186
        if (draw_alpha >= 0.99)
187
        {
188
            draw_alpha = 1;
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            scene++;
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        }
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        break;
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    case 14:
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        global.hotland_flag[2] = 2;
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        global.battle_enemy_name = "ceroba";
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        global.battling_boss = true;
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        global.battle_start = true;
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        global.sound_carry_overworld = false;
198
        scr_battle_save
scr_battle_save

function scr_battle_save() { if (file_exists("tempsave.sav")) file_delete("tempsave.sav"); ini_open("tempsave.sav"); ini_write_real("Save1", "HP", global.current_hp_self); ini_write_real("Save1", "MAXHP", global.max_hp_self); ini_write_real("Save1", "PP", global.current_pp_self); ini_write_real("Save1", "MAXPP", global.max_pp_self); ini_write_real("Save1", "SP", global.current_sp_self); ini_write_real("Save1", "MAXSP", global.max_sp_self); ini_write_real("Save1", "AT - Primary", global.player_attack); ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack); ini_write_real("Save1", "DFP", global.player_defense); ini_write_real("Save1", "DFS", global.player_armor_modifier_defense); ini_write_real("Save1", "LV", global.player_level); ini_write_real("Save1", "EXP", global.player_exp); ini_write_real("Save1", "Gold", global.player_gold); ini_write_string("Save1", "Armor", global.player_armor); ini_write_string("Save1", "Ammo", global.player_weapon_modifier); ini_write_string("Save1", "Weapon", global.player_weapon); ini_write_string("Save1", "Accessory", global.player_armor_modifier); ini_write_string("Save1", "rmName", global.saveroom); ini_write_string("Save1", "playerSprite", global.player_sprites); ini_write_real("Save1", "ffight", global.fighting_flowey); if (instance_exists(obj_radio)) ini_write_real("Save1", "owms", obj_radio.bgm); var inv1 = global.item_slot[1]; ini_write_string("Items", "00", global.item_slot[1]); ini_write_string("Items", "01", global.item_slot[2]); ini_write_string("Items", "02", global.item_slot[3]); ini_write_string("Items", "03", global.item_slot[4]); ini_write_string("Items", "04", global.item_slot[5]); ini_write_string("Items", "05", global.item_slot[6]); ini_write_string("Items", "06", global.item_slot[7]); ini_write_string("Items", "07", global.item_slot[8]); if (global.battle_enemy_name == "flowey") { ini_write_real("Special", "0", global.flowey_battle_1_phase); var list_string = ds_list_write(global.flowey_attack_list); ini_write_string("Special", "1", list_string); list_string = ds_list_write(global.flowey_stolen_attack_list); ini_write_string("Special", "2", list_string); list_string = ds_list_write(global.flowey_room_list); ini_write_string("Special", "3", list_string); ini_write_real("Special", "4", global.flowey_attack_number); } else if (global.battle_enemy_name == "flowey2") { for (var i = 0; i < array_length(obj_flowey_battle_final.petal_alive); i++) ini_write_real("petal", string(i), obj_flowey_battle_final.petal_alive[i]); ini_write_real("petal", "count", obj_flowey_battle_final.petal_count); } ini_close(); }
();
199
        room_goto(rm_battle Battle room);
200
        scene++;
201
        break;
202
    case 15:
203
        if (room != rm_battle)
204
            exit;
205
        if (instance_exists(obj_battle_fade_in_screen))
206
        {
207
            instance_destroy(obj_battle_fade_in_screen);
208
            instance_create_depth(0, 0, -9999, obj_battle_fade_in_screen_white);
209
        }
210
        instance_destroy();
211
        break;
212
}