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gml_Object_obj_cutscene_Step_0

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var actor_starlo = obj_starlo_npc
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switch scene
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{
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    case 0:
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        cutscene_player_interact(actor_starlo)
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        break
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    case 1:
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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 2:
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        cutscene_npc_direction(actor_starlo, "up")
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        break
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    case 3:
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        cutscene_wait(2)
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        break
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    case 4:
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        cutscene_npc_direction(actor_starlo, "down")
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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] = "* This is really bad."
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            message[1] = "* I'm a fake test Starlo."
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            message[2] = "* But I won't leave#  it this way!"
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            message[3] = "* (It doesn't have to be this way.)"
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            prt[0] = 406
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            prt[1] = 426
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            prt[2] = 422
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            sndfnt_array[0] = 107
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            sndfnt_array[3] = 391
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            talker[0] = actor_starlo
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            talker[3] = -4
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        }
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        break
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    case 6:
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        cutscene_wait(2)
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        break
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    case 7:
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        cutscene_npc_walk(actor_starlo, actor_starlo.x, (actor_starlo.y + 40), 2, "y", "down", 1031)
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        break
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    case 8:
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        cutscene_wait(3)
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        break
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    case 9:
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        cutscene_music_start(176, 300)
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        break
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    case 10:
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        cutscene_wait(2)
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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] = "* A"
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            prt[0] = 417
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            sndfnt_array[0] = 107
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            talker[0] = actor_starlo
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        }
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        break
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    case 12:
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        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
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        break
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}