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gml_Object_obj_chem_01_cutscene_b_Step_0

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1
switch scene
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{
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    case 0:
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        instance_create(obj_pl.x, (obj_pl.y + 30), 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 1:
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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 2:
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        cutscene_npc_direction(obj_flowey_npc, "up")
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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] = "* Hey! That's a real#  piece of art you made#  there!"
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            message[1] = "* Give it a go!"
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            prt[0] = 348
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            prt[1] = 348
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        }
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        break
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    case 4:
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        cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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        break
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    case 5:
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        cutscene_wait(0.75)
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        break
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    case 6:
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        cutscene_npc_walk(1168, 150, obj_player_npc.y, 2, "x", "up")
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        break
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    case 7:
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        cutscene_wait(1)
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        break
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    case 8:
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        audio_play_sound(snd_sliding_door_open, 1, 0)
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        layer_set_visible("door_visible", false)
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        cutscene_advance()
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        break
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    case 9:
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        cutscene_wait(1)
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        break
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    case 10:
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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] = "* Wouldja look at that!#  Worked like a charm."
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            message[1] = "* I might have to#  personally commission#  you someday, haha!"
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            prt[0] = 348
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            prt[1] = 3251
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        }
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        break
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    case 11:
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        cutscene_wait(0.5)
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        break
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    case 12:
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        if cutscene_npc_action_sprite_reverse(3194, 242, 0.4, true, 0)
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        {
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            instance_destroy(105301)
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            instance_destroy(105300)
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            instance_destroy(obj_flowey_npc)
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            cutscene_end()
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            global.sworks_flag[26] = 2
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        }
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        break
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}