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gml_Object_obj_battle_flashback_07_controller_Step_0

(view raw script w/o annotations or w/e)
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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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        if (obj_pl.y <= 980)
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        {
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            obj_pl.direction = 90
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            cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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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.bgm, 1000)
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        }
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        break
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    case 1:
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        cutscene_npc_walk(1168, 1140, obj_player_npc.y, 3, "x", "up")
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        break
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    case 2:
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        cutscene_camera_move(actor_martlet.x, 930, 2)
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        break
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    case 3:
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        cutscene_instance_create(actor_martlet.x, (actor_martlet.y - 45), obj_cutscene_ex)
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        break
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    case 4:
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        cutscene_wait(1)
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        break
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    case 5:
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        instance_destroy(obj_cutscene_ex)
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        cutscene_npc_direction(actor_martlet, "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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            sndfnt = 102
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            message[0] = "* ...Clover?"
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            message[1] = "* Clover!!! It is you!"
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            message[2] = "* I can't believe it!"
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            message[3] = "* Come here!"
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            position = 0
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        }
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        break
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    case 8:
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        cutscene_npc_walk(actor_martlet, 1140, (obj_pl.y - 12), 3, "y", "down")
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        break
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    case 9:
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        obj_player_npc.image_alpha = 0
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        if cutscene_npc_action_sprite(actor_martlet, 1465, 1, false)
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            obj_player_npc.image_alpha = 1
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        break
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    case 10:
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        cutscene_wait(1.5)
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        break
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    case 11:
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        cutscene_dialogue()
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        with (msg)
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        {
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            sndfnt = 102
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            message[0] = "* I was so scared! "
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            message[1] = "* This place..."
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            message[2] = "* It's Snowdin right? Sure looks#  like it."
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            message[3] = "* I haven't the slightest clue#  what's going on here."
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            message[4] = "* The last thing I remember was#  us talking on that rooftop..."
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            message[5] = "* Oh yeah! We were going to my#  house!"
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            message[6] = "* I don't quite know where it is#  from here but we'll search#  together!"
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            message[7] = "* I'm so happy I found you!"
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            message[8] = "* So happy I found you."
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            message[9] = "* I found you."
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        }
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        break
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    case 12:
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        cutscene_npc_action_sprite(actor_martlet, 3743, 1, true, 0)
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        break
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    case 13:
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        cutscene_dialogue()
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        with (msg)
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        {
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            sndfnt = 102
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            message[0] = "* I  F O U N D  Y O U . "
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            skippable = false
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            if (cutoff >= string_length(message[message_current]))
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            {
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                with (obj_martlet_npc)
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                {
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                    action_sprite = true
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                    audio_play_sound(snd_flowey_martlet_melt, 1, 0)
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                    sprite_index = spr_martlet_flowey_melt
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                    image_speed = 1
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                    image_index = 0
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                    obj_battle_flashback_07_controller.scene++
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                }
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            }
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        }
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        break
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    case 14:
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        with (obj_martlet_npc)
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        {
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            if (image_index >= (image_number - 1))
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            {
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                image_index = image_number - 1
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                image_speed = 0
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                global.dialogue_open = false
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                other.scene++
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            }
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        }
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        break
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    case 15:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 1)
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        break
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    case 16:
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        global.player_can_run = true
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        instance_destroy(obj_player_npc)
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        camera_set_view_target(view_camera[0], 1031)
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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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        scr_radio_restart
scr_radio_restart

function scr_radio_restart() //gml_Script_scr_radio_restart { with (obj_radio) event_user(0) }
()
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        scene++
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        break
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    case 17:
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        break
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}