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gml_Object_obj_vsflowey_heartdefeated_Alarm_8

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1
alarm[5] = 1;
gml_Object_obj_vsflowey_heartdefeated_Alarm_5.gml

caster_set_pitch(gm1, 2.81); caster_set_pitch(gm2, 3); caster_set_pitch(gm3, 2.64);
2
gm1 = caster_loop(gmusic, 0.45, 1);
3
caster_set_panning(gm1, 0.25);
4
gm2 = caster_loop(gmusic, 0.45, 1);
5
caster_set_panning(gm2, 0.5);
6
gm3 = caster_loop(gmusic, 0.45, 1);
7
caster_set_panning(gm3, 0.75);
8
con = 6;
9
str = 
HAHAHAHAHAHAHAHAHAHAHAHAHA
scr_gettext
scr_gettext

var text_id = argument[0]; var text = ds_map_find_value(global.text_data_en, text_id); if (is_undefined(text)) text = ""; if (global.language == "ja") { var loc_text = ds_map_find_value(global.text_data_ja, text_id); if (!is_undefined(loc_text)) text = loc_text; } for (var i = 1; i <= (string_length(text) - 3); i++) { if (string_copy(text, i, 2) == "\[" && string_char_at(text, i + 3) == "]") { var sel = string_char_at(text, i + 2); var replace; if (sel == "C") replace = global.charname; else if (sel == "G") replace = string(global.gold); else if (sel == "I") replace = global.itemname[global.menucoord[1]]; else if (sel == "1" && argument_count > 1) replace = argument[1]; else if (sel == "2" && argument_count > 2) replace = argument[2]; else if (sel == "3" && argument_count > 3) replace = argument[3]; else if (sel == "4" && argument_count > 4) replace = argument[4]; else if (sel == "5" && argument_count > 5) replace = argument[5]; else if (sel == "6" && argument_count > 6) replace = argument[6]; else if (sel == "7" && argument_count > 7) replace = argument[7]; else if (sel == "8" && argument_count > 8) replace = argument[8]; else if (sel == "9" && argument_count > 9) replace = argument[9]; else replace = ""; var before = string_copy(text, 1, i - 1); var after = string_copy(text, i + 4, string_length(text)); text = before + replace + after; i += (string_length(replace) - 1); } } return text;
("flowey_haha")
;
10
str += ("#" + str);
11
alarm[6] = 190;
gml_Object_obj_vsflowey_heartdefeated_Alarm_6.gml

if (global.osflavor <= 2) { game_end(); } else { caster_stop(all); audio_sound_gain(audio_play_sound(snd_gameover_broken, 666, true), 0.6, 0); scr_fakecrash_init(); in_fakecrash = 1; }
12
snd_play(snd_floweylaugh);