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gml_Object_obj_castle_throne_room_controller_neutral_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
2
    return global.live_result;
3
switch scene
4
{
5
    case 0:
6
        cutscene_wait(1)
7
        break
8
    case 1:
9
        cutscene_npc_walk(1164, 160, 380, 2, "x", "up")
10
        cutscene_wait(0.25)
11
        break
12
    case 2:
13
        cutscene_npc_walk(1168, 160, 400, 2, "y", "up", -4)
14
        break
15
    case 3:
16
        cutscene_wait(1)
17
        break
18
    case 4:
19
        cutscene_camera_move(obj_martlet_npc.x, (obj_asgore_npc.y - 20), 1)
20
        break
21
    case 5:
22
        cutscene_wait(1)
23
        break
24
    case 6:
25
        cutscene_dialogue()
26
        with (msg)
27
        {
28
            talker[0] = 959
29
            talker[1] = 1164
30
            talker[3] = 959
31
            message[0] = "* Dum dee dum..."
32
            message[1] = "* Um... Excuse me?"
33
            message[2] = "* King?"
34
            message[3] = "* Oh?"
35
            message[4] = "* A visitor? At this#  hour?"
36
            prt[1] = 317
37
            prt[2] = 317
38
        }
39
        break
40
    case 7:
41
        cutscene_wait(0.5)
42
        break
43
    case 8:
44
        cutscene_npc_direction(obj_asgore_npc, "right")
45
        break
46
    case 9:
47
        cutscene_wait(0.5)
48
        break
49
    case 10:
50
        cutscene_npc_direction(obj_asgore_npc, "down")
51
        break
52
    case 11:
53
        cutscene_wait(0.5)
54
        break
55
    case 12:
56
        cutscene_dialogue()
57
        with (msg)
58
        {
59
            talker[0] = 1164
60
            talker[2] = 959
61
            talker[4] = 1164
62
            talker[7] = 959
63
            talker[10] = 1164
64
            message[0] = "* H-Hello Mr. King, sir."
65
            message[1] = "* It is an honor to be   "
66
            message[2] = "* No need to be so#  formal."
67
            message[3] = "* You can just call me#  \"Asgore\" if you like."
68
            message[4] = "* Right!"
69
            message[5] = "* Asgore, King, sir."
70
            message[6] = "* I am Martlet of the#  Royal Guard Snowdin#  Division."
71
            message[7] = "* Ah yes! One of our#  courageous guards."
72
            message[8] = "* Thank you for your#  service to the#  Underground!"
73
            message[9] = "* What brings you to the#  Castle so late?"
74
            message[10] = "* W-Well..."
75
            prt[0] = 323
76
            prt[1] = 322
77
            prt[2] = 1803
78
            prt[3] = 1803
79
            prt[4] = 330
80
            prt[5] = 322
81
            prt[6] = 321
82
            prt[7] = 1803
83
            prt[8] = 1803
84
            prt[9] = 1803
85
            prt[10] = 329
86
            if (message_current == 1)
87
                message_timer = 15
88
            else
89
                message_timer = -1
90
        }
91
        break
92
    case 13:
93
        cutscene_wait(0.5)
94
        break
95
    case 14:
96
        cutscene_npc_walk(1164, 130, 380, 1, "x", "down")
97
        break
98
    case 15:
99
        cutscene_wait(1)
100
        break
101
    case 16:
102
        cutscene_npc_walk(1168, 160, 380, 1, "y", "up")
103
        if (obj_player_npc.y < (obj_martlet_npc.y + 10))
104
            obj_martlet_npc.npc_direction = "right"
105
        break
106
    case 17:
107
        cutscene_dialogue()
108
        with (msg)
109
        {
110
            talker[0] = 1164
111
            message[0] = "* This human brings me to#  the Castle."
112
            prt[0] = 321
113
        }
114
        break
115
    case 18:
116
        obj_asgore_npc.down_sprite_idle = 990
117
        obj_asgore_npc.up_sprite = 990
118
        cutscene_npc_walk_relative(959, 0, -30, 1, "y", "down")
119
        break
120
    case 19:
121
        cutscene_wait(1)
122
        break
123
    case 20:
124
        obj_martlet_npc.npc_direction = "up"
125
        cutscene_dialogue()
126
        with (msg)
127
        {
128
            position_array[0] = 1
129
            position_array[1] = 0
130
            talker[0] = 1164
131
            talker[1] = 959
132
            message[0] = "* Their name is#  Clover."
133
            message[1] = "* Clover..."
134
            prt[0] = 323
135
            prt[1] = 1803
136
            if (message_current == 1)
137
                obj_asgore_npc.down_sprite_idle = 2516
138
        }
139
        break
140
    case 21:
141
        cutscene_npc_direction(obj_asgore_npc, "right")
142
        break
143
    case 22:
144
        cutscene_wait(1)
145
        break
146
    case 23:
147
        obj_asgore_npc.down_sprite_idle = 3434
148
        obj_asgore_npc.up_sprite = 2873
149
        cutscene_npc_direction(obj_asgore_npc, "down")
150
        break
151
    case 24:
152
        cutscene_dialogue()
153
        with (msg)
154
        {
155
            talker[0] = 959
156
            talker[1] = 1164
157
            talker[3] = 959
158
            talker[4] = 1164
159
            talker[7] = 959
160
            position_array[0] = 0
161
            position_array[1] = 1
162
            position_array[2] = 1
163
            position_array[3] = 0
164
            position_array[4] = 1
165
            position_array[5] = 1
166
            position_array[6] = 1
167
            position_array[7] = 0
168
            position_array[8] = 0
169
            message[0] = "* What a lovely name..."
170
            message[1] = "* I apologize for the#  lack of notice!"
171
            message[2] = "* I know this may be a#  shock but..."
172
            message[3] = "* Were you, by chance,#  not given a Royal Guard#  handbook?"
173
            message[4] = "* A handbook?"
174
            message[5] = "* Sure, I was given a#  handbook."
175
            message[6] = "* Not sure I'm following."
176
            message[7] = "* Ah..."
177
            message[8] = "* Hmm... "
178
            prt[0] = 1803
179
            prt[1] = 322
180
            prt[2] = 323
181
            prt[3] = 1803
182
            prt[4] = 330
183
            prt[5] = 322
184
            prt[6] = 322
185
            prt[7] = 3393
186
            prt[8] = 864
187
        }
188
        break
189
    case 25:
190
        cutscene_npc_direction(obj_asgore_npc, "left")
191
        break
192
    case 26:
193
        cutscene_wait(1)
194
        break
195
    case 27:
196
        cutscene_dialogue()
197
        with (msg)
198
        {
199
            talker[0] = 959
200
            talker[2] = 1164
201
            talker[13] = 959
202
            message[0] = "* So you are familiar#  with the protocol..."
203
            message[1] = "* Yet... here you are."
204
            prt[0] = 864
205
            prt[1] = 1803
206
            message[2] = "* I know how it looks."
207
            message[3] = "* But you see..."
208
            message[4] = "* Clover is not a bad#  person."
209
            message[5] = "* I-In fact, they are one#  of the kindest souls#  around!"
210
            message[6] = "* So many have attacked#  them with ill intent... "
211
            message[7] = "* But Clover is peaceful."
212
            message[8] = "* ...As much as one can#  be in such situations."
213
            message[9] = "* What I'm trying to say#  is... "
214
            message[10] = "* Clover believes in#  what's best for others.#  Even monsters."
215
            message[11] = "* And... "
216
            message[12] = "* They need to go home.#  Back to the#  Surface."
217
            message[13] = "* Back to the Surface..."
218
            prt[2] = 317
219
            prt[3] = 329
220
            prt[4] = 317
221
            prt[5] = 320
222
            prt[6] = 329
223
            prt[7] = 320
224
            prt[8] = 323
225
            prt[9] = 329
226
            prt[10] = 321
227
            prt[11] = 338
228
            prt[12] = 321
229
            prt[13] = 864
230
            position_array[0] = 0
231
            position_array[1] = 0
232
            position_array[2] = 1
233
            position_array[3] = 1
234
            position_array[4] = 1
235
            position_array[5] = 1
236
            position_array[6] = 1
237
            position_array[7] = 1
238
            position_array[8] = 1
239
            position_array[9] = 1
240
            position_array[10] = 1
241
            position_array[11] = 1
242
            position_array[12] = 1
243
            position_array[13] = 0
244
        }
245
        break
246
    case 28:
247
        cutscene_wait(0.5)
248
        break
249
    case 29:
250
        cutscene_npc_direction(obj_asgore_npc, "down")
251
        break
252
    case 30:
253
        cutscene_dialogue()
254
        with (msg)
255
        {
256
            talker[0] = 959
257
            talker[3] = 1164
258
            talker[5] = 959
259
            talker[9] = 1164
260
            talker[11] = 959
261
            talker[14] = 1164
262
            message[0] = "* ..."
263
            message[1] = "* If only such a thing#  were so easy."
264
            message[2] = "* But you of all monsters#  must know the reality."
265
            message[3] = "* Clover is different!"
266
            message[4] = "* This is different!"
267
            message[5] = "* No..."
268
            message[6] = "* Regrettably..."
269
            message[7] = "* The one thing these#  encounters never are is#  \"different.\""
270
            message[8] = "* Not in the end."
271
            message[9] = "* Wh... What are you#  saying?"
272
            message[10] = "* You aren't going to#  kill Clover are you!?"
273
            message[11] = "* . . ."
274
            message[12] = "* If that is the result#  of our battle..."
275
            message[13] = "* It must be."
276
            message[14] = "* NO!!"
277
            message[15] = "* You can't do that!!"
278
            message[16] = "* Clover!"
279
            message[17] = "* Plead your case! Come#  on!!"
280
            prt[0] = 3090
281
            prt[1] = 1923
282
            prt[2] = 1803
283
            prt[3] = 309
284
            prt[4] = 309
285
            prt[5] = 3090
286
            prt[6] = 3090
287
            prt[7] = 3107
288
            prt[8] = 3597
289
            prt[9] = 332
290
            prt[10] = 333
291
            prt[11] = 3090
292
            prt[12] = 3090
293
            prt[13] = 3597
294
            prt[14] = 332
295
            prt[15] = 309
296
            prt[16] = 317
297
            prt[17] = 329
298
            position_array[0] = 0
299
            position_array[1] = 0
300
            position_array[2] = 0
301
            position_array[3] = 1
302
            position_array[4] = 1
303
            position_array[5] = 0
304
            position_array[6] = 0
305
            position_array[7] = 0
306
            position_array[8] = 0
307
            position_array[9] = 1
308
            position_array[10] = 1
309
            position_array[11] = 0
310
            position_array[12] = 0
311
            position_array[13] = 0
312
            position_array[14] = 1
313
            position_array[15] = 1
314
            position_array[16] = 1
315
            position_array[17] = 1
316
            if (message_current == 16)
317
                obj_martlet_npc.npc_direction = "right"
318
        }
319
        break
320
    case 32:
321
        cutscene_npc_action_sprite(1168, 3758, 1, false)
322
        if (obj_player_npc.image_index >= 3)
323
        {
324
            obj_player_npc.image_index = 3
325
            obj_player_npc.image_speed = 0
326
            cutscene_advance()
327
        }
328
        break
329
    case 31:
330
        cutscene_wait(1)
331
        break
332
    case 33:
333
        cutscene_dialogue()
334
        with (msg)
335
        {
336
            talker[0] = 1164
337
            message[0] = "* What are you doing??"
338
            message[1] = "* Say something!"
339
            prt[0] = 333
340
            prt[1] = 329
341
        }
342
        break
343
    case 34:
344
        if (obj_player_npc.image_speed == 0)
345
            obj_player_npc.image_speed = 1
346
        cutscene_npc_action_sprite(1168, 3758, 1, false)
347
        break
348
    case 35:
349
        cutscene_wait(0.5)
350
        break
351
    case 36:
352
        cutscene_dialogue()
353
        with (msg)
354
        {
355
            message[0] = ""
356
            if (alpha_fade == false)
357
            {
358
                alpha_fade = true
359
                ch_alpha = 0
360
                ch_delay = 30
361
            }
362
            skippable = false
363
            ch[1] = "..."
364
            ch[2] = "You\nshould go"
365
            ch_msg = 0
366
            if (outcome != 0)
367
            {
368
                choice = false
369
                ch_delay = 0
370
                alpha_fade = false
371
            }
372
            if (outcome == 1)
373
                other.scene = 38
374
            else if (outcome == 2)
375
                other.scene = 37
376
        }
377
        break
378
    case 37:
379
        if (!instance_exists(obj_dialogue))
380
        {
381
            obj_martlet_npc.left_sprite = 270
382
            cutscene_npc_walk_relative(1164, -10, 0, 0.5, "x", "right")
383
        }
384
        break
385
    case 38:
386
        cutscene_wait(1)
387
        break
388
    case 39:
389
        cutscene_dialogue()
390
        if (!(variable_instance_exists(id, "noloop_count")))
391
            noloop_count = 0
392
        with (msg)
393
        {
394
            talker[0] = 1164
395
            talker[3] = 959
396
            talker[5] = 1164
397
            message[0] = "* Clover..."
398
            message[1] = "* You're..."
399
            message[2] = "* You can't..."
400
            message[3] = "* The human has spoken."
401
            message[4] = "* I am sorry."
402
            message[5] = "* N-No..."
403
            message[6] = "* This isn't how this..."
404
            prt[0] = 332
405
            prt[1] = 330
406
            prt[2] = 330
407
            prt[3] = 3090
408
            prt[4] = 1803
409
            prt[5] = 317
410
            prt[6] = 329
411
            position_array[0] = 1
412
            position_array[1] = 1
413
            position_array[2] = 1
414
            position_array[3] = 0
415
            position_array[4] = 0
416
            position_array[5] = 1
417
            position_array[6] = 1
418
            if (message_current == 5)
419
            {
420
                skippable = false
421
                message_timer = 30
422
                if (other.noloop_count == 0)
423
                {
424
                    other.noloop_count = 1
425
                    obj_martlet_npc.x_dest[0] = obj_martlet_npc.x - 10
426
                    obj_martlet_npc.can_walk = true
427
                }
428
            }
429
            if (message_current == 6)
430
            {
431
                skippable = false
432
                message_timer = 30
433
                if (other.noloop_count == 1)
434
                {
435
                    other.noloop_count = 2
436
                    obj_martlet_npc.x_dest[0] = obj_martlet_npc.x - 10
437
                    obj_martlet_npc.can_walk = true
438
                }
439
            }
440
        }
441
        break
442
    case 40:
443
        cutscene_wait(1)
444
        break
445
    case 41:
446
        cutscene_dialogue()
447
        with (msg)
448
        {
449
            talker[0] = 1164
450
            message[0] = "* L-Let's go back."
451
            message[1] = "* Back to Snowdin."
452
            message[2] = "* You can live w-with me."
453
            message[3] = "* Like nothing ever#  happened..."
454
            prt[0] = 329
455
            prt[1] = 322
456
            prt[2] = 322
457
            prt[3] = 323
458
            ch_msg = 3
459
            ch[1] = "..."
460
        }
461
        break
462
    case 42:
463
        cutscene_wait(1)
464
        break
465
    case 43:
466
        cutscene_dialogue()
467
        with (msg)
468
        {
469
            talker[0] = 1164
470
            message[0] = "* I..."
471
            message[1] = "* I......"
472
            prt[0] = 329
473
            prt[1] = 317
474
            if (message_current == 0)
475
                obj_martlet_npc.npc_direction = "down"
476
            if (message_current == 1)
477
                obj_martlet_npc.npc_direction = "left"
478
        }
479
        break
480
    case 44:
481
        obj_martlet_npc.npc_direction = "right"
482
        cutscene_wait(2)
483
        break
484
    case 45:
485
        obj_martlet_npc.down_sprite = 3574
486
        cutscene_npc_walk_relative(1164, 0, 30, 0.5, "y", "down")
487
        break
488
    case 46:
489
        cutscene_npc_action_sprite(1164, 1631, 1, false)
490
        obj_martlet_npc.down_sprite = 3455
491
        obj_martlet_npc.down_sprite_idle = 3455
492
        break
493
    case 47:
494
        cutscene_npc_walk_relative(1164, 0, 100, 0.5, "y", "down")
495
        break
496
    case 48:
497
        cutscene_wait(1.5)
498
        break
499
    case 49:
500
        cutscene_dialogue()
501
        with (msg)
502
        {
503
            position = 0
504
            talker[0] = 959
505
            message[0] = "* . . ."
506
            message[1] = "* Hm."
507
            message[2] = "* You are a decisive one."
508
            message[3] = "* . . ."
509
            message[4] = "* Then you know what we#  must do."
510
            message[5] = "* Please... follow me#  into the next room."
511
            prt[0] = 3090
512
            prt[1] = 3393
513
            prt[2] = 1803
514
            prt[3] = 3090
515
            prt[4] = 1803
516
            prt[5] = 1803
517
            if (message_current == 2)
518
                obj_martlet_npc.npc_direction = "left"
519
        }
520
        break
521
    case 50:
522
        cutscene_npc_walk(959, 110, 120, 1, "x", "down")
523
        cutscene_wait(0.5)
524
        break
525
    case 51:
526
        cutscene_npc_walk(1168, 110, 145, 1, "x", "up")
527
        cutscene_advance()
528
        break
529
    case 52:
530
        cutscene_wait(0.5)
531
        break
532
    case 53:
533
        if (cutscene_camera_move(obj_camera.x, 120, 1, true) && cutscene_npc_walk(959, 110, 120, 2, "x", "up") && cutscene_npc_walk(1168, 110, 145, 2, "x", "up"))
534
            cutscene_advance(54)
535
        break
536
    case 54:
537
        cutscene_wait(2)
538
        break
539
    case 55:
540
        obj_asgore_npc.npc_direction = "up"
541
        cutscene_change_room(273, 150, 240, 0.1)
542
        break
543
}