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gml_Object_obj_cutscene_hotland_03b_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.x >= 120)
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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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        }
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        break
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    case 1:
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        cutscene_wait(0.5)
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        break
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    case 2:
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        if (!instance_exists(obj_flowey_npc))
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            instance_create(190, obj_pl.y, obj_flowey_npc)
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        if cutscene_npc_action_sprite(3194, 242, 0.2, true, 0)
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        {
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            obj_flowey_npc.npc_direction = "left"
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            obj_flowey_npc.action_sprite = false
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        }
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        break
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    case 3:
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        cutscene_wait(0.5)
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        break
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    case 4:
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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] = "* Hey, pal."
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            message[1] = "* Heh, what are you doing#  in this cramped alley?"
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            message[2] = "* I think we both know#  this isn't the way to#  the Castle."
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            message[3] = "* You do know that, right?#  "
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            message[4] = "* Yeah, so let's turn#  around and get on with#  the plan."
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            prt[0] = 348
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            prt[1] = 347
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            prt[2] = 352
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            prt[3] = 357
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            prt[4] = 354
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            position = 1
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        }
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        break
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    case 5:
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        if cutscene_npc_action_sprite_reverse(3194, 242, 0.2, true, 0)
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        {
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            obj_flowey_npc.action_sprite = false
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            instance_destroy(obj_flowey_npc)
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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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            global.hotland_flag[0] = 1
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            cutscene_advance(6)
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        }
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        break
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    case 6:
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        if (obj_pl.x > 290)
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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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            if (!instance_exists(obj_flowey_npc))
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                instance_create(344, 109, obj_flowey_npc)
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            if cutscene_npc_action_sprite(3194, 242, 0.2, true, 0)
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                obj_flowey_npc.action_sprite = false
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        }
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        break
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    case 7:
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        cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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        break
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    case 8:
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        cutscene_npc_walk(1168, obj_flowey_npc.x, obj_player_npc.y, 3, "x", "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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        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] = "* Clover, come on."
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            message[1] = "* Is this about that#  letter you received in#  the Steamworks?"
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            message[2] = "* It's gotta be a trap. "
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            message[3] = "* You're seriously gonna#  fall for something so#  obvious?"
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            prt[0] = 357
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            prt[1] = 354
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            prt[2] = 356
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            prt[3] = 351
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            position = 1
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        }
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        break
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    case 11:
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        cutscene_npc_walk_relative(1168, 0, -10, 1, "y", "up")
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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] = "* That bird never got you#  anywhere."
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            message[1] = "* You know who did? Me!#  Your best friend!"
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            message[2] = "* How many times have I#  saved your life? Huh?"
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            message[3] = "* All Martlet's done is#  put it in danger!"
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            prt[0] = 351
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            prt[1] = 348
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            prt[2] = 349
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            prt[3] = 351
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            position = 1
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        }
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        break
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    case 13:
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        cutscene_npc_walk_relative(1168, 0, -10, 1, "y", "up")
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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] = "* Alright, fine!"
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            message[1] = "* If this is what you#  think is worth your time#  then I... trust you."
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            message[2] = "* What else would a friend#  do, after all?"
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            message[3] = "* Just don't say I didn't#  warn you..."
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            prt[0] = 351
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            prt[1] = 353
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            prt[2] = 349
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            prt[3] = 348
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            position = 1
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        }
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        break
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    case 15:
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        if cutscene_npc_action_sprite_reverse(3194, 242, 0.2, true, 0)
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        {
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            instance_destroy(obj_flowey_npc)
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            instance_destroy(obj_player_npc)
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            global.hotland_flag[0] = 2
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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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            cutscene_advance()
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        }
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        break
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}