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gml_Object_obj_battler_Alarm_2

related scripts: Alarm_2 • Alarm_3 • Alarm_4 • Create_0 • Draw_0 • Other_5

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1
alarm[3]
 = 2;
gml_Object_obj_battler_Alarm_3.gml

global.currentroom = room; if (room != room_water_undynehouse) room_persistent = true; instance_create(0, 0, obj_fader); room_goto(room_battle Battle room [Dogchecked]);