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gml_Object_obj_axis_npc_backtrack_Step_0

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1
event_inherited()
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if obj_axis_npc.interact
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    other.scene = 1
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if (global.route == 1 && global.sworks_flag[61] == 0)
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{
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    switch scene
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    {
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        case 1:
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            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
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            switch npc_flag
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            {
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                case 0:
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                    cutscene_dialogue()
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                    with (msg)
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                    {
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                        color = true
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                        col_modif[0] = 16711935
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                        message[0] = "* WHO GOES THERE???"
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                        message[1] = "* IT IS NOT YOU BECAUSE I#  GO THERE."
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                        message[2] = "* SCANNING_"
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                        message_col[2][0] = "* SCANNING_"
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                        prt[0] = 473
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                        prt[1] = 473
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                        sndfnt_array[0] = 111
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                        sndfnt_array[2] = 391
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                    }
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                    obj_axis_npc.npc_direction_hold = "nothing"
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                    break
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                case 1:
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                    with (msg)
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                    {
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                        talker[0] = 1166
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                        message[0] = "* YES, I HAD TO SCAN YOU#  TO REMEMBER."
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                        message[1] = "* IT IS STANDARD#  PROCEDURE AFTER A#  RECHARGE."
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                        message[2] = "* AH, THE PRECIOUS#  MEMORIES ARE FLOODING#  BACK."
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                        message[3] = "* WE ALMOST MURDERED EACH#  OTHER SO MANY TIMES."
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                        message[4] = "* LMAO."
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                        message[5] = "* WHAT? THAT IS A THING I#  SAY NOW."
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                        message[6] = "* SOUS-BORG TAUGHT ME."
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                        message[7] = "* IT MEANS \"LET'S MAKE AN#  OMELETTE.\""
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                        prt[0] = 473
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                        prt[1] = 473
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                        prt[2] = 473
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                        prt[3] = 473
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                        prt[4] = 473
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                        prt[5] = 473
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                        prt[6] = 473
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                        prt[7] = 473
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                    }
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                    scene = 0
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                    npc_flag += 1
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                    break
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                case 2:
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                    with (msg)
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                    {
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                        talker[0] = 1166
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                        message[0] = "* SAY, WHERE DOES A BOT#  FIND A HAT LIKE YOURS?"
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                        message[1] = "* I WOULD ROCK A CAP LIKE#  THAT."
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                        message[2] = "* MIGHT TURN SOME HEADS,#  YOU KNOW?"
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                        message[3] = "* UH WELL, I SUPPOSE I#  NEVER MENTIONED IT#  BUT..."
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                        message[4] = "* WOW, THIS IS#  EMBARRASSING."
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                        message[5] = "* I CAN FEEL MY FACE#  TURNING BRIGHT GRAY."
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                        message[6] = "* YOU KNOW WHAT?#  NEVERMIND."
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                        message[7] = "* IT IS BETWEEN ME AND MY#  E-DIARY."
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                        prt[0] = 473
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                        prt[1] = 473
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                        prt[2] = 473
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                        prt[3] = 473
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                        prt[4] = 473
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                        prt[5] = 473
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                        prt[6] = 473
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                        prt[7] = 473
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                    }
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                    scene = 0
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                    npc_flag += 1
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                    break
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                case 3:
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                    with (msg)
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                    {
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                        talker[0] = 1166
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                        message[0] = "* HAVE FUN IN THE#  STEAMWORKS, HUMAN."
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                        message[1] = "* IF YOU PLAN TO TAKE A#  SWIM IN THE BOILING#  LAKE, BRING FLOATIES."
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                        message[2] = "* THE LIFEGUARD WAS#  RECENTLY PROMOTED TO A#  DEATHGUARD."
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                        message[3] = "* TRAGIC. LMAO."
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                        prt[0] = 473
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                        prt[1] = 473
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                        prt[2] = 473
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                        prt[3] = 473
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                    }
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                    scene = 0
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                    break
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            }
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            break
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        case 2:
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            if global.dialogue_open
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                return;
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            scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() //gml_Script_scr_cutscene_start { global.cutscene = true obj_pl.state = gml_Script_scr_frozen_state obj_pl.image_index = 0 obj_pl.image_speed = 0 }
()
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            with (obj_pl)
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                scr_axis_clover_scan
scr_axis_clover_scan

function scr_axis_clover_scan() //gml_Script_scr_axis_clover_scan { if live_call() return global.live_result; var width = sprite_get_width(sprite_index) var height = sprite_get_height(sprite_index) i_inc = width / 20 j_inc = 1 var x_left = x - sprite_xoffset var y_top = y + sprite_yoffset - sprite_height for (var j = spr_collisionbox; j < height; j += j_inc) { part = instance_create(x_left, (y_top + j), obj_piece_clover_scan) with (part) { target_x = other.x target_y = other.y depth = other.depth - 1 left = 0 top = j width = width height = other.j_inc sprite_index = other.sprite_index alarm[0] if (j == spr_collisionbox) event_perform(ev_alarm, 0) } } }
()
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            cutscene_sfx_play(snd_elevator, 1)
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            audio_sound_pitch(snd_elevator, 2)
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            break
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        case 3:
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            cutscene_wait(3)
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            break
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        case 4:
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            cutscene_dialogue()
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            with (msg)
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            {
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                talker[0] = 1166
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                message[0] = "* AH, HELLO \"HATTED#  HUMAN.\""
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                message[1] = "* HOPE YOU ARE WELL THIS#  FINE EVENING."
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                prt[0] = 473
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                prt[1] = 473
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            }
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            break
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        case 5:
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            scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
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            scene = 0
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            npc_flag += 1
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            obj_axis_npc.npc_direction = "down"
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            break
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    }
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}
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else if ((global.route == 2 || global.sworks_flag[61] == 1) && scene == 1)
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{
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    scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
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    switch npc_flag
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    {
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        case 0:
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            with (msg)
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            {
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                talker[0] = 1166
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                message[0] = "* HELLO, HUMAN."
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                message[1] = "* YOU CAUGHT ME ON A DATE#  WITH THE LOVELY."
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                message[2] = "* TURNS OUT I DID NOT#  HAVE TO RECHARGE."
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                message[3] = "* YEP, I CAN RUN ON LOVE#  ALONE. WHO KNEW?"
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                message[4] = "* STILL, I DID SPEND SOME#  TIME IN MY LOCKER."
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                message[5] = "* WHY?"
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                message[6] = "* SEVEN MINUTES IN#  HEAVEN."
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                prt[0] = 473
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                prt[1] = 473
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                prt[2] = 473
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                prt[3] = 473
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                prt[4] = 473
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                prt[5] = 473
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                prt[6] = 473
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            }
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            npc_flag += 1
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            break
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        case 1:
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            with (msg)
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            {
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                talker[0] = 1166
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                message[0] = "* HOW INFORMAL OF ME."
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                message[1] = "* I DID NOT INTRODUCE YOU#  TO MY SPOUSE."
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                message[2] = "* THIS IS DAISY. "
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                message[3] = "* MY SPOUSE."
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                message[4] = "* THEY ARE NAMED AFTER#  THE FLOWER."
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                message[5] = "* IT IS MUCH DIFFERENT#  FROM THE PLANTS HERE."
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                message[6] = "* FOR ONE, IT HAS COLOR."
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                message[7] = "* FOR TWO, IT DOES NOT#  SMELL OF BLEACH."
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                message[8] = "* JUST LIKE MY SPOUSE."
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                prt[0] = 473
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                prt[1] = 473
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                prt[2] = 473
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                prt[3] = 473
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                prt[4] = 473
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                prt[5] = 473
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                prt[6] = 473
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                prt[7] = 473
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                prt[8] = 473
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            }
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            npc_flag += 1
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            break
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        case 2:
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            with (msg)
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            {
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                talker[0] = 1166
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                message[0] = "* SOONER OR LATER..."
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                message[1] = "* I SUPPOSE WE WILL HAVE#  TO ESTABLISH OUR NEW#  SOCIETY."
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                message[2] = "* THAT WILL BE TRICKY."
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                message[3] = "* MR. SCREEN WANTS THIS#  \"TYRANNICAL GOVERNMENT\"#  THING."
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                message[4] = "* I TRIED TO PLAY IT OUT.#  YOU KNOW, LOOK AT THE#  PROS AND CONS."
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                message[5] = "* BUT SADLY, I DO NOT SEE#  THE OTHER BOTS JIVING#  WITH IT."
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                message[6] = "* HATE TO CRUSH MR.#  SCREEN'S DREAMS, BUT IT#  IS WHAT IT IS."
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                prt[0] = 473
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                prt[1] = 473
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                prt[2] = 473
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                prt[3] = 473
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                prt[4] = 473
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                prt[5] = 473
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                prt[6] = 473
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            }
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            npc_flag += 1
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            break
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        case 3:
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            with (msg)
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            {
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                color = true
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                col_modif[0] = 16711935
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                sndfnt_array[0] = 111
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                sndfnt_array[10] = 391
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                sndfnt_array[13] = 111
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                message[0] = "* SAY, WHERE DID THE TALL#  LADY GO?"
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                message[1] = "* DID YOU NOT HAVE#  BUSINESS IN HOTLAND?"
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                message[2] = "* OH NO."
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                message[3] = "* YOU DID NOT GET#  SEPARATED, DID YOU?"
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                message[4] = "* I KNOW YOUNG FOLK GET#  LOST IN SUPERMARKETS ALL#  THE TIME."
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                message[5] = "* AND IF YOU THINK ABOUT#  IT..."
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                message[6] = "* THE STEAMWORKS MIGHT BE#  BIGGER THAN A#  SUPERMARKET."
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                message[7] = "* WHAT IF... WHAT IF MY#  FUTURE CHILD GETS LOST#  IN HERE?"
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                message[8] = "* THIS IS NOT GOOD. NOT#  GOOD AT ALL."
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                message[9] = "* YOU GOT ME SLIPPING#  INTO THE ANXIETY ZONE."
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                message[10] = "* *BEEP BEEP*"
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                message[11] = "* ANXIETY ZONE REACHED_"
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                message[12] = "* SEARCHING FOR RATIONAL_"
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                message_col[10][0] = "* *BEEP BEEP*"
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                message_col[11][0] = "* ANXIETY ZONE REACHED_"
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                message_col[12][0] = "* SEARCHING FOR RATIONAL_"
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                message[13] = "* OH, I KNOW."
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                message[14] = "* I WILL INSTALL A#  TRACKER IN MY CHILD."
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                message[15] = "* GENIUS. "
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                message[16] = "* I JUST SOLVED 90% OF#  PARENTAL PROBLEMS."
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                prt[0] = 473
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                prt[1] = 473
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                prt[2] = 473
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                prt[3] = 473
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                prt[4] = 473
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                prt[5] = 473
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                prt[6] = 473
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                prt[7] = 473
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                prt[8] = 473
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                prt[9] = 473
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                prt[13] = 473
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                prt[14] = 473
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                prt[15] = 473
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                prt[16] = 473
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            }
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            npc_flag += 1
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            break
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        case 4:
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            with (msg)
246
            {
247
                talker[0] = 1166
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                message[0] = "* THAT IS ALL THE#  \"CATCHING UP\" I HAD#  PLANNED."
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                message[1] = "* HOPE YOUR LIFE TURNS#  OUT AS SICK AS MINE."
250
                message[2] = "* GOODBYE, HUMAN."
251
                prt[0] = 473
252
                prt[1] = 473
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                prt[2] = 473
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            }
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            break
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    }
257
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    scene = 0
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}