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gml_Object_obj_battler_Alarm_3

related scripts: Alarm_2Alarm_3 Alarm_4Create_0Draw_0Other_5

(view raw script w/o annotations or w/e)
1
global.currentroom = room;
2
if (room != room_water_undynehouse)
3
    room_persistent = true;
4
instance_create(0, 0, obj_fader);
5
room_goto(room_battle Battle room [Dogchecked]);