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gml_Object_obj_chem_05_cutscene_geno_Step_0

(view raw script w/o annotations or w/e)
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switch scene
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{
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    case 0:
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        if (obj_pl.x < 340)
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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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            scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(obj_radio.current_song, 750)
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            cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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        }
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        break
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    case 1:
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        cutscene_npc_walk(1168, 304, obj_player_npc.y, 3, "x", "up")
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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_dialogue()
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        with (msg)
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        {
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            sndfnt = 111
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            message[0] = "* ThIS D_OR iS SEALED SO.. ."
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            message[1] = "* LeAVE US Al0NE, PLeASE."
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            message[2] = "* I KN0W W_WHY YOU ARE heRE."
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            if (global.route == 3)
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                message[3] = "* BuT I CAN EXP;;LAIN."
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            else
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            {
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                message[3] = "* TRY ALL yOU LIKE BUT tHE#  STEAMWORKS... ."
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                message[4] = "* ALL oF US."
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                message[5] = "* WE ARe SURVIV0RS."
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            }
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        }
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        break
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    case 4:
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        if (global.route == 3)
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            cutscene_npc_action_sprite(1168, 3313, 1, false, 0, 231, 8)
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        else
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            cutscene_advance(7)
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        break
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    case 5:
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        cutscene_wait(0.5)
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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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            sndfnt = 111
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            message[0] = "* BRuTE FoRCE_WON'T S0LVE#  ANyTHING."
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            message[1] = "* TRY ALL yOU LIKE BUT tHE#  STEAMWORKS... ."
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            message[2] = "* ALL oF US."
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            message[3] = "* WE ARe SURVIV0RS."
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        }
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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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        cutscene_npc_walk(1168, 304, 140, 2, "y", "up")
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        break
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    case 9:
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        cutscene_wait(0.5)
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        break
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    case 10:
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        obj_player_npc.npc_direction = "down"
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        instance_create(304, 168, obj_flowey_npc)
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        obj_flowey_npc.action_sprite = true
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        obj_flowey_npc.sprite_index = spr_floweyrise_up
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        obj_flowey_npc.image_speed = 1
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        obj_flowey_npc.npc_direction = "up"
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        cutscene_advance()
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        break
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    case 11:
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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 12:
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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] = "* He's gone."
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            prt[0] = 353
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        }
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        break
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    case 13:
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        cutscene_wait(1)
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        break
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    case 14:
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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] = "* So what's the plan now?"
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            message[1] = "* This door's beyond my#  abilities so don't look#  at me."
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            prt[0] = 353
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            prt[1] = 3692
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        }
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        break
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    case 15:
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        cutscene_wait(0.2)
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        break
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    case 16:
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        cutscene_npc_direction(obj_player_npc, "right")
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        break
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    case 17:
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        cutscene_wait(0.2)
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        break
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    case 18:
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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] = "* Already checked it."
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            message[1] = "* The factory wing,#  right?"
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            message[2] = "* Yeah. Place has more#  locks than a hair salon."
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            prt[0] = 353
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            prt[1] = 348
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            prt[2] = 347
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            if (global.route != 3)
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            {
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                message[3] = "* Okay let's see..."
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                prt[3] = 348
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                if (message_current == 0)
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                    obj_player_npc.npc_direction = "down"
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            }
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        }
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        break
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    case 19:
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        if (global.route == 3)
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            cutscene_npc_direction(obj_player_npc, "down")
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        else
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            cutscene_advance(22)
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        break
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    case 20:
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        cutscene_wait(0.5)
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        break
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    case 21:
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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] = "* It's called \"humor.\"#  Don't suppose you've#  heard of it."
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            message[1] = "* (Geez, and I thought I#  was soulless.)"
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            message[2] = "* Sigh..."
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            message[3] = "* Okay let's see..."
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            prt[0] = 3640
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            prt[1] = 3692
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            prt[2] = 353
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            prt[3] = 352
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        }
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        break
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    case 22:
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        cutscene_npc_direction(obj_flowey_npc, "left")
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        break
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    case 23:
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        cutscene_wait(0.5)
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        break
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    case 24:
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        cutscene_npc_direction(obj_flowey_npc, "right")
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        break
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    case 25:
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        cutscene_wait(0.5)
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        break
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    case 26:
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        cutscene_npc_direction(obj_flowey_npc, "up")
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        break
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    case 27:
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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] = "* Well, there's certainly#  a lot of junk lying#  around."
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            message[1] = "* I know you're on a#  strict \"shoot don't#  think\" regiment but..."
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            message[2] = "* For once, you're gonna#  have to get creative."
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            message[3] = "* Shocking. Distressing,#  even. I know."
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            message[4] = "* But I've seen you work#  your brain before so... "
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            message[5] = "* Give it a shot."
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            prt[0] = 347
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            prt[1] = 348
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            prt[2] = 357
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            prt[3] = 347
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            prt[4] = 348
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            prt[5] = 349
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            if (message_current == 5)
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            {
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                if (global.route == 3)
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                {
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                    skippable = false
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                    message_timer = 45
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                }
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            }
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            if (global.route != 3)
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            {
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                message[5] = "* Get to it!"
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                prt[5] = 348
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            }
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        }
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        break
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    case 28:
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        if (global.route == 3)
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            cutscene_npc_walk_relative(1168, 0, 10, 1, "y", "down")
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        else
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            cutscene_advance(30)
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        break
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    case 29:
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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] = "* Gotta go!"
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            prt[0] = 347
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        }
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        break
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    case 30:
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        if cutscene_npc_action_sprite_reverse(3194, 242, 0.25, true, 0)
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        {
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            scr_radio_restart
scr_radio_restart

function scr_radio_restart() //gml_Script_scr_radio_restart { with (obj_radio) event_user(0) }
()
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            global.sworks_flag[25] = 1
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            instance_destroy(obj_flowey_npc)
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            cutscene_end()
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        }
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        break
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}