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gml_Object_obj_chem_01_cutscene_Step_0

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switch scene
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{
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    case 0:
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        if (obj_pl.y < 180)
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        {
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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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            cutscene_advance()
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        }
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        break
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    case 1:
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        instance_create(120, 140, obj_flowey_npc)
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        obj_flowey_npc.action_sprite = true
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        obj_flowey_npc.sprite_index = spr_floweyrise
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        obj_flowey_npc.image_speed = 0.2
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        cutscene_advance()
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        break
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    case 2:
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        if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1))
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        {
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            obj_flowey_npc.image_speed = 0
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            obj_flowey_npc.action_sprite = false
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            cutscene_advance()
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        }
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        break
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    case 3:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 3194
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            message[0] = "* Howdy!"
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            prt[0] = 348
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        }
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        break
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    case 4:
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        cutscene_wait(0.5)
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        break
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    case 5:
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        cutscene_npc_direction(obj_flowey_npc, "up")
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        break
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    case 6:
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        cutscene_wait(1)
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        break
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    case 7:
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        cutscene_npc_direction(obj_flowey_npc, "down")
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        break
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    case 8:
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        cutscene_wait(0.25)
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        break
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    case 9:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 3194
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            message[0] = "* This sure is a pickle."
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            message[1] = "* I'm not certain my#  pellets would do any#  good on this door."
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            message[2] = "* Maybe there's a key#  somewhere? Be creative,#  pal!"
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            prt[0] = 353
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            prt[1] = 352
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            prt[2] = 347
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        }
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        break
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    case 10:
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        cutscene_wait(0.5)
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        break
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    case 11:
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        if cutscene_npc_action_sprite_reverse(3194, 242, 0.2, true, 0)
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        {
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            instance_destroy(obj_flowey_npc)
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            cutscene_end()
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            global.sworks_flag[26] = 1
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        }
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        break
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}