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gml_Object_obj_castle_03_cutscene_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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        if place_meeting(x, y, obj_pl)
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        {
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            instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc)
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            cutscene_follower_into_actor()
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            with (obj_doorway)
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                instance_destroy()
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        }
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        break
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    case 1:
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        cutscene_npc_walk(1168, 390, obj_player_npc.y, 1, "x", "up")
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        cutscene_advance()
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        break
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    case 2:
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        cutscene_wait(0.5)
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        break
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    case 3:
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        cutscene_npc_walk(1164, 390, 160, 3, "y", "up")
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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] = 1164
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            message[0] = "* Wait."
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            message[1] = "* Before we enter, I just#  wanna say..."
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            message[2] = "* Thanks for today."
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            message[3] = "* For putting up with me."
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            message[4] = "* I guess..."
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            message[5] = "* In the big picture of#  my life, you're only#  gonna be a blip."
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            message[6] = "* But oftentimes..."
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            message[7] = "* Those \"blips\" make the#  biggest impacts, you#  know?"
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            message[8] = "* Oh, what am I saying?"
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            message[9] = "* I'll see you again once#  monsterkind is free,#  remember?"
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            message[10] = "* Wherever you are when#  that time comes,"
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            message[11] = "* I will search you out!#  Guaranteed!"
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            prt[0] = 317
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            prt[1] = 329
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            prt[2] = 320
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            prt[3] = 320
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            prt[4] = 317
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            prt[5] = 329
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            prt[6] = 317
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            prt[7] = 320
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            prt[8] = 328
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            prt[9] = 312
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            prt[10] = 320
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            prt[11] = 312
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            if (message_current == 1)
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                obj_player_npc.npc_direction = "down"
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        }
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        break
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    case 5:
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        cutscene_wait(1)
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        break
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    case 6:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1164
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            message[0] = "* Well..."
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            message[1] = "* Guess it's time."
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            message[2] = "* Just follow my lead."
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            prt[0] = 317
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            prt[1] = 320
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            prt[2] = 321
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        }
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        break
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    case 7:
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        cutscene_wait(0.5)
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        break
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    case 8:
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        cutscene_npc_walk_relative(1168, 20, 0, 2, "x", "down")
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        break
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    case 9:
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        cutscene_npc_walk(1164, obj_martlet_npc.x, obj_player_npc.y, 2, "y", "right")
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        if (obj_martlet_npc.y < (obj_player_npc.y + 20))
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            obj_player_npc.npc_direction = "left"
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        break
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    case 10:
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        cutscene_wait(0.75)
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        break
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    case 11:
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        cutscene_npc_walk(1164, obj_martlet_npc.x, 106, 1, "y", "up")
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        cutscene_advance()
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        break
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    case 12:
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        if (obj_martlet_npc.y < (obj_player_npc.y - 5))
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        {
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            obj_player_npc.npc_direction = "up"
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            obj_martlet_npc.image_alpha -= 0.1
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        }
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        if (obj_martlet_npc.image_alpha <= 0)
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            cutscene_advance()
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        break
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    case 13:
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        cutscene_npc_walk(1168, obj_martlet_npc.x, 106, 1, "x", "up")
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        break
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    case 14:
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        obj_player_npc.image_alpha -= 0.1
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        if (obj_player_npc.image_alpha <= 0)
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            cutscene_advance()
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        break
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    case 15:
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        cutscene_wait(2)
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        break
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    case 16:
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        cutscene_change_room(268, 160, 560, 0.025)
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        break
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}