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gml_GlobalScript_scr_cutscene_battle_guardener_3

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function scr_cutscene_battle_guardener_3
scr_cutscene_battle_guardener_3

function scr_cutscene_battle_guardener_3() //gml_Script_scr_cutscene_battle_guardener_3 { script_execute(gml_Script_scr_controls_text) switch scene { case 0: obj_guardener_guy_a.sprite_index = spr_guardener_guy_c obj_guardener_guy_a.active = true cutscene_advance() break case 1: if (obj_guardener_guy_a.is_on_target && obj_guardener_guy_b.is_on_target) cutscene_advance() break case 2: if cutscene_wait(1) message_adv = true break case 3: if (message_current == 4) { if (characters >= message_length) { instance_create_depth((obj_guardener_guy_a.x - 90), obj_guardener_guy_a.y, obj_guardener_guy_b.depth, obj_guardener_flower) cutscene_advance() } } break case 4: if (obj_guardener_flower.image_speed == 0) { draw_enabled = false cutscene_advance() } break case 5: cutscene_wait(0.5) break case 6: cutscene_advance() message_adv = true break } switch message_current { case 0: case 4: skippable = false break default: skippable = true break } }
() //gml_Script_scr_cutscene_battle_guardener_3
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{
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    script_execute(gml_Script_scr_controls_text)
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    switch scene
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    {
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        case 0:
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            obj_guardener_guy_a.sprite_index = spr_guardener_guy_c
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            obj_guardener_guy_a.active = true
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            cutscene_advance()
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            break
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        case 1:
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            if (obj_guardener_guy_a.is_on_target && obj_guardener_guy_b.is_on_target)
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                cutscene_advance()
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            break
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        case 2:
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            if cutscene_wait(1)
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                message_adv = true
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            break
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        case 3:
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            if (message_current == 4)
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            {
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                if (characters >= message_length)
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                {
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                    instance_create_depth((obj_guardener_guy_a.x - 90), obj_guardener_guy_a.y, obj_guardener_guy_b.depth, obj_guardener_flower)
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                    cutscene_advance()
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                }
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            }
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            break
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        case 4:
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            if (obj_guardener_flower.image_speed == 0)
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            {
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                draw_enabled = false
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                cutscene_advance()
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            }
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            break
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        case 5:
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            cutscene_wait(0.5)
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            break
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        case 6:
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            cutscene_advance()
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            message_adv = true
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            break
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    }
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    switch message_current
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    {
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        case 0:
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        case 4:
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            skippable = false
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            break
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        default:
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            skippable = true
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            break
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    }
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}