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gml_Object_obj_controller_steamworks_14_Step_0

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1
switch scene
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{
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    case 1:
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        cutscene_sfx_play(snd_footstep1, 1)
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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_sfx_play(snd_footstep2, 1)
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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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        footstep_counter -= 1
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        if (footstep_counter <= 0)
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            cutscene_advance()
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        else
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            cutscene_advance(1)
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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_sfx_play(snd_steamworks_13_vent, 1)
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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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        instance_destroy(global.party_member)
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        if (global.route == 2)
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        {
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            instance_create(320, 120, obj_ceroba_npc)
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            obj_ceroba_npc.npc_direction = "left"
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        }
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        obj_pl.x = 290
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        obj_pl.y = 120
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        obj_pl.direction = 0
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        cutscene_advance()
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        break
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    case 10:
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        if (draw_alpha > 0)
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            draw_alpha -= 0.05
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        else if (global.route == 2)
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            cutscene_advance()
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        else
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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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            cutscene_end()
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            global.sworks_flag[3] = 3
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        }
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        break
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    case 11:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1161
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            message[0] = "* Can't say that was fun."
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            message[1] = "* Let's be extra cautious#  from now on, okay?"
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            prt[0] = 382
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            prt[1] = 394
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        }
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        break
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    case 12:
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        global.sworks_flag[3] = 3
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        with (instance_create(obj_ceroba_npc.x, obj_ceroba_npc.y, global.party_member))
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        {
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            sprite_index = left_sprite_idle
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            npc_reset = true
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        }
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        instance_destroy(obj_ceroba_npc)
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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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        cutscene_end()
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        break
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}