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gml_Object_obj_chem_01_cutscene_geno_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 < 280)
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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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            obj_pl.direction = 90
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        }
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        break
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    case 1:
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        cutscene_camera_move(obj_pl.x, 200, 3)
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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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        audio_play_sound(snd_encounter, 1, 0)
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        instance_create(obj_axis_npc.x, (obj_axis_npc.y - 40), obj_cutscene_ex)
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        cutscene_advance()
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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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        instance_destroy(obj_cutscene_ex)
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        cutscene_npc_direction(obj_axis_npc, "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_npc_walk(1166, 148, 120, 4, "x", "up")
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        break
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    case 8:
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        cutscene_wait(0.5)
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        break
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    case 9:
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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 10:
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        cutscene_npc_walk(1166, 120, 100, 4, "x", "up")
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        break
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    case 11:
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        obj_axis_npc.image_alpha -= 0.15
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        if (obj_axis_npc.image_alpha <= 0)
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        {
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            instance_destroy(obj_axis_npc)
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            cutscene_advance()
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        }
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        break
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    case 12:
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        cutscene_wait(0.5)
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        break
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    case 13:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 2)
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        break
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    case 14:
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        global.sworks_flag[26] = 2
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        cutscene_camera_reset()
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        instance_destroy(105301)
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        instance_destroy(105300)
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        cutscene_end()
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        break
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}