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gml_Object_obj_cutscene2_Step_0

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var actor_starlo = obj_starlo_npc
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var actor_ceroba = obj_ceroba_npc
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switch scene
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{
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    case 0:
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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_wait(2)
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        break
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    case 1:
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        cutscene_music_start(176)
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    case 2:
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        cutscene_dialogue()
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        with (msg)
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        {
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            message[0] = "* I'm really sorry about#  the pops Starlo."
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            message[1] = "* When I see them...#  It's like a demon takes#  over."
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            prt[0] = 375
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            prt[1] = 375
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            sndfnt_array[0] = 108
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            talker[0] = actor_ceroba
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            position = 0
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        }
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        break
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    case 3:
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        cutscene_wait(1)
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        break
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    case 4:
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        cutscene_npc_direction(actor_starlo, "right")
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        break
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    case 5:
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        cutscene_dialogue()
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        with (msg)
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        {
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            message[0] = "* Look at it from#  my point of view."
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            message[1] = "* You're looking forward#  to some pops after a#  long hard work day..."
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            message[2] = "* Only to come home#  just to see..."
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            message[3] = "* Just to see..."
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            prt[0] = 419
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            prt[1] = 419
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            prt[2] = 406
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            prt[3] = 406
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            sndfnt_array[0] = 107
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            talker[0] = actor_starlo
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            position = 0
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        }
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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(actor_starlo, "left")
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        break
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    case 8:
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        cutscene_dialogue()
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        with (msg)
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        {
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            message[0] = "* Argh!"
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            message[1] = "* I need time..."
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            prt[0] = 406
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            prt[1] = 406
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            sndfnt_array[0] = 107
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            talker[0] = actor_starlo
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            position = 0
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        }
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        break
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    case 9:
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        cutscene_npc_walk(actor_starlo, (actor_starlo.x - 100), actor_starlo.y, 4, "x", "left")
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        break
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    case 10:
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        cutscene_wait(3)
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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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            message[0] = "* Loool worth it."
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            message[1] = "* Those pops were#  delicious."
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            prt[0] = 375
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            prt[1] = 375
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            sndfnt_array[0] = 108
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            talker[0] = actor_ceroba
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            position = 0
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        }
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        break
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    case 12:
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        cutscene_wait(3)
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        break
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    case 13:
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        cutscene_npc_direction(actor_ceroba, "down")
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        break
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    case 14:
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        cutscene_music_start(162)
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        break
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    case 15:
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        cutscene_dialogue()
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        with (msg)
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        {
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            message[0] = "* What are YOU looking#  at?!"
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            prt[0] = 375
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            sndfnt_array[0] = 108
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            talker[0] = actor_ceroba
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            position = 0
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        }
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        break
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}