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gml_Object_obj_barrier_cutscene_neutral_Step_0

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if live_call()
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    return global.live_result;
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switch scene
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{
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    case 0:
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        cutscene_wait(3)
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        break
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    case 1:
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        cutscene_dialogue()
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        with (msg)
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        {
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            text_speed = 0.5
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            talker[0] = 959
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            message[0] = "* This is the barrier."
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            message[1] = "* This is what keeps us trapped#  underground."
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            message[2] = "* . . ."
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        }
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        break
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    case 2:
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        cutscene_wait(0.25)
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        break
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    case 3:
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        cutscene_npc_direction(obj_asgore_npc, "right")
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        break
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    case 4:
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        cutscene_wait(0.25)
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        break
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    case 5:
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        cutscene_npc_direction(obj_asgore_npc, "down")
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        break
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    case 6:
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        cutscene_wait(0.5)
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        break
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    case 7:
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        cutscene_dialogue()
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        with (msg)
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        {
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            text_speed = 0.5
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            talker[0] = 959
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            message[0] = "* I feel it is important#  I show you something."
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            prt[0] = 1803
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        }
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        break
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    case 8:
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        with (obj_barrier_container)
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            image_speed = 1
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        audio_play_sound(snd_undertale_appear, 1, 0)
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        cutscene_advance()
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        break
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    case 9:
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        cutscene_wait(4)
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        break
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    case 10:
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        cutscene_npc_action_sprite(1168, 2751, 1, false)
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        break
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    case 11:
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        cutscene_wait(0.5)
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        obj_player_npc.xstart = obj_player_npc.x
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        obj_player_npc.ystart = obj_player_npc.y
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        break
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    case 12:
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        with (obj_player_npc)
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        {
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            x = xstart
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            y = ystart
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            y += random_range(-0.3, 0.3)
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            x += random_range(-0.3, 0.3)
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        }
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        if cutscene_wait(1.5)
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        {
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            with (obj_player_npc)
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            {
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                x = xstart
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                y = ystart
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            }
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        }
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        break
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    case 13:
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        cutscene_npc_action_sprite(1168, 3313, 1, false, 0, 634, 2)
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        if (obj_player_npc.image_index >= 6)
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        {
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            obj_player_npc.image_speed = 0
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            obj_player_npc.image_index = 6
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            scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(obj_radio.current_song, 1500)
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            scene = 14
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        }
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        break
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    case 14:
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        cutscene_wait(2.5)
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        break
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    case 15:
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        cutscene_dialogue()
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        with (msg)
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        {
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            text_speed = 0.5
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            talker[0] = 959
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            message[0] = "* How tense..."
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            message[1] = "* . . ."
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            message[2] = "* The feeling you are#  experiencing at this#  moment."
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            message[3] = "* I know it well."
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            message[4] = "* The world can be a#  cruel place."
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            message[5] = "* It takes and gives as#  it chooses."
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            message[6] = "* But..."
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            prt[0] = 1923
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            prt[1] = 1923
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            prt[2] = 3107
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            prt[3] = 3557
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            prt[4] = 3597
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            prt[5] = 3557
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            prt[6] = 1923
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            skippable = false
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            message_timer = 30
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            if (message_current == 4 && (!audio_is_playing(mus_asgoreop)))
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                audio_play_sound(mus_asgoreop, 1, 0)
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        }
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        break
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    case 16:
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        cutscene_wait(2)
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        break
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    case 17:
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        cutscene_advance()
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        break
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    case 18:
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        cutscene_dialogue()
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        with (msg)
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        {
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            text_speed = 0.5
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            talker[0] = 959
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            message[0] = "* I suppose I have talked#  long enough."
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            message[1] = "* . . ."
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            message[2] = "* I will make this quick."
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            message[3] = "* No need to worry."
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            prt[0] = 1923
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            prt[1] = 3597
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            prt[2] = 1703
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            prt[3] = 1703
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            skippable = false
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            message_timer = 35
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        }
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        break
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    case 19:
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        cutscene_wait(1)
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        break
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    case 20:
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        cutscene_battle_initiate("asgore", true, false)
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        break
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}
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depth = obj_pl.depth + 1