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gml_Object_obj_cutscene_starlo_post_fight_neutral_alive_Step_0

(view raw script w/o annotations or w/e)
1
if instance_exists(obj_starlo_npc)
2
    var actor_starlo = obj_starlo_npc
3
if instance_exists(obj_ceroba_npc)
4
    var actor_ceroba = obj_ceroba_npc
5
switch scene
6
{
7
    case 17:
8
        cutscene_wait(1)
9
        break
10
    case 18:
11
        cutscene_dialogue()
12
        with (msg)
13
        {
14
            talker[0] = actor_ceroba
15
            message[0] = "* Who have you become?"
16
            message[1] = "* Because this sure as#  hell isn't the Starlo#  I grew up with!"
17
            prt[0] = 370
18
            prt[1] = 394
19
            position = 0
20
        }
21
        break
22
    case 19:
23
        cutscene_npc_direction(actor_clover, "down")
24
        break
25
    case 20:
26
        cutscene_npc_walk(actor_ceroba, actor_starlo.x, (actor_clover.y + 20), 1, "x", "up")
27
        break
28
    case 21:
29
        cutscene_npc_walk_relative(actor_clover, -35, 0, 3, "x", "right")
30
        break
31
    case 22:
32
        if cutscene_npc_walk(actor_ceroba, actor_ceroba.x, actor_clover.y, 1, "y", "up")
33
            cutscene_advance(22.5)
34
        break
35
    case 22.5:
36
        if cutscene_camera_move(actor_starlo.x, (actor_starlo.y + (actor_ceroba.y - actor_starlo.y) / 2), 2)
37
            cutscene_advance(23)
38
        break
39
    case 23:
40
        cutscene_dialogue()
41
        with (msg)
42
        {
43
            position = 0
44
            talker[0] = actor_starlo
45
            message[0] = "* Ceroba..."
46
            message[1] = "* Now's not a good time#  for this."
47
            message[2] = "* Don't kick me while#  I'm down, please."
48
            prt[0] = 421
49
            prt[1] = 416
50
            prt[2] = 416
51
            if (message_current == 1)
52
                actor_starlo.npc_direction = "up"
53
        }
54
        actor_clover.npc_direction = "up"
55
        break
56
    case 24:
57
        cutscene_wait(0.5)
58
        break
59
    case 25:
60
        cutscene_dialogue()
61
        with (msg)
62
        {
63
            position = 0
64
            talker[0] = actor_ceroba
65
            message[0] = "* I'm... I'm sorry, Star."
66
            message[1] = "* I know this is#  weighing heavily on you#  but listen..."
67
            message[2] = "* None of us hate you.#  The REAL you."
68
            message[3] = "* We adore you!"
69
            message[4] = "* What we hate is this#  false, reckless persona#  you've created."
70
            prt[0] = 394
71
            prt[1] = 370
72
            prt[2] = 370
73
            prt[3] = 372
74
            prt[4] = 394
75
            talker[5] = actor_starlo
76
            message[5] = "* ..."
77
            prt[5] = 406
78
            talker[6] = actor_ceroba
79
            message[6] = "* I have my own baggage.#  We all do."
80
            message[7] = "* I don't even know if I#  have room to say this#  but..."
81
            message[8] = "* Bring him back."
82
            message[9] = "* Bring back the#  innocent farmer I once#  knew."
83
            prt[6] = 377
84
            prt[7] = 371
85
            prt[8] = 370
86
            prt[9] = 372
87
            talker[10] = actor_starlo
88
            message[10] = "* I just... wanted to be#  appreciated. Revered by#  all."
89
            message[11] = "* I was trying to provide#  a slice of the Surface#  where we have none."
90
            prt[10] = 406
91
            prt[11] = 406
92
            talker[12] = actor_ceroba
93
            message[12] = "* There's nothing wrong#  with that."
94
            message[13] = "* I'm not even telling#  you to quit running the#  town."
95
            message[14] = "* Just don't let this#  identity consume you.#  It isn't healthy."
96
            prt[12] = 370
97
            prt[13] = 370
98
            prt[14] = 394
99
        }
100
        break
101
    case 26:
102
        cutscene_wait(0.5)
103
        break
104
    case 27:
105
        cutscene_dialogue()
106
        with (msg)
107
        {
108
            position = 0
109
            talker[0] = actor_starlo
110
            message[0] = "* ..."
111
            prt[0] = 416
112
        }
113
        break
114
    case 28:
115
        cutscene_wait(0.45)
116
        break
117
    case 29:
118
        cutscene_npc_direction(actor_starlo, "right")
119
        break
120
    case 30:
121
        cutscene_wait(0.45)
122
        break
123
    case 31:
124
        cutscene_npc_direction(actor_starlo, "down")
125
        break
126
    case 32:
127
        cutscene_music_start(192, 500)
128
        break
129
    case 33:
130
        cutscene_dialogue()
131
        with (msg)
132
        {
133
            position = 0
134
            talker[0] = actor_starlo
135
            message[0] = "* ...Very well."
136
            message[1] = "* Clover, I'm terribly#  sorry for attacking#  you."
137
            message[2] = "* I do value your#  friendship and the time#  we've spent together."
138
            message[3] = "* You have every right#  to make fun but..."
139
            prt[0] = 406
140
            prt[1] = 406
141
            prt[2] = 418
142
            prt[3] = 416
143
        }
144
        break
145
    case 34:
146
        cutscene_npc_action_sprite(actor_starlo, 1276, 0.25, true, 0)
147
        break
148
    case 35:
149
        cutscene_npc_set_sprites(actor_starlo, 207, 205, 196, 201, 206, 204, 1277, 200)
150
        break
151
    case 36:
152
        cutscene_npc_reset_sprite(actor_starlo, "down")
153
        break
154
    case 37:
155
        cutscene_wait(0.25)
156
        break
157
    case 38:
158
        cutscene_dialogue()
159
        with (msg)
160
        {
161
            position = 0
162
            talker[0] = actor_starlo
163
            message[0] = "* This is who I really#  am."
164
            message[1] = "* I'm not a real#  sheriff... just some#  nobody farmer."
165
            prt[0] = 432
166
            prt[1] = 432
167
            talker[2] = actor_ceroba
168
            message[2] = "* Don't say that, Star."
169
            message[3] = "* You may not be a real#  sheriff but..."
170
            message[4] = "* You're certainly the#  best sheriff I'VE ever#  known!"
171
            prt[2] = 370
172
            prt[3] = 377
173
            prt[4] = 395
174
        }
175
        break
176
    case 39:
177
        cutscene_wait(0.25)
178
        break
179
    case 40:
180
        cutscene_dialogue()
181
        with (msg)
182
        {
183
            position = 0
184
            talker[0] = actor_starlo
185
            message[0] = "* Yeah..."
186
            message[1] = "* I suppose I am KINDA#  cool."
187
            prt[0] = 429
188
            prt[1] = 433
189
            talker[2] = actor_ceroba
190
            message[2] = "* Darn right!"
191
            prt[2] = 398
192
            talker[3] = actor_starlo
193
            message[3] = "* But..."
194
            prt[3] = 431
195
        }
196
        break
197
    case 41:
198
        cutscene_npc_action_sprite(actor_starlo, actor_starlo.up_sprite, 0.2, true, 0.2, 281, 0)
199
        break
200
    case 42:
201
        cutscene_wait(0.25)
202
        break
203
    case 43:
204
        cutscene_npc_set_sprites(actor_starlo, 207, 237, 240, 236, 206, 235, 230, 232)
205
        break
206
    case 44:
207
        cutscene_npc_reset_sprite(actor_starlo, "down")
208
    case 45:
209
        cutscene_dialogue()
210
        with (msg)
211
        {
212
            talker[0] = actor_ceroba
213
            talker[1] = actor_starlo
214
            talker[3] = actor_ceroba
215
            talker[4] = actor_starlo
216
            talker[5] = actor_ceroba
217
            talker[11] = actor_starlo
218
            talker[12] = actor_ceroba
219
            talker[16] = actor_starlo
220
            talker[17] = actor_ceroba
221
            message[0] = "* Save it. We have a#  posse to reunite!"
222
            message[1] = "* Oh yeah! Ed and the#  others deserve an#  apology."
223
            message[2] = "* I feel really bad for#  hurting them..."
224
            message[3] = "* I'm sure they'll#  forgive you."
225
            message[4] = "* I hope so..."
226
            message[5] = "* ..."
227
            message[6] = "* Clover, I... wish you#  luck on your journey."
228
            message[7] = "* I can tell you've#  fought your fair share#  of battles."
229
            message[8] = "* Your skill is almost...#  intimidating."
230
            message[9] = "* I had a plan for us to#  travel together but you#  don't need me."
231
            message[10] = "* After all, I have a#  sheriff on my side."
232
            message[11] = "* Heh, that's right,#  missy!"
233
            message[12] = "* Don't push your luck,#  Star."
234
            message[13] = "* Anyway, just head north#  and you'll find a#  shortcut to Hotland."
235
            message[14] = "* I..."
236
            message[15] = "* ...Nevermind."
237
            message[16] = "* ...You okay?"
238
            message[17] = "* Me? I'm fine."
239
            message[18] = "* ..."
240
            message[19] = "* I uh... had something#  in Oasis Valley to#  attend. I gotta go."
241
            message[20] = "* Goodbye, Clover."
242
            prt[0] = 395
243
            prt[1] = 428
244
            prt[2] = 406
245
            prt[3] = 372
246
            prt[4] = 406
247
            prt[5] = 370
248
            prt[6] = 370
249
            prt[7] = 372
250
            prt[8] = 395
251
            prt[9] = 370
252
            prt[10] = 372
253
            prt[11] = 424
254
            prt[12] = 377
255
            prt[13] = 370
256
            prt[14] = 394
257
            prt[15] = 370
258
            prt[16] = 421
259
            prt[17] = 393
260
            prt[18] = 394
261
            prt[19] = 370
262
            prt[20] = 372
263
            switch message_current
264
            {
265
                case 0:
266
                    position = 0
267
                    break
268
                case 4:
269
                    actor_starlo.npc_direction = "right"
270
                    break
271
                case 5:
272
                    actor_starlo.npc_direction = "down"
273
                    break
274
                case 6:
275
                    actor_ceroba.npc_direction = "left"
276
                    other.actor_clover.npc_direction = "right"
277
                    position = 1
278
                    break
279
                case 10:
280
                    actor_ceroba.npc_direction = "up"
281
                    break
282
                case 11:
283
                    position = 0
284
                    break
285
                case 13:
286
                    actor_ceroba.npc_direction = "left"
287
                    break
288
                case 17:
289
                    actor_ceroba.npc_direction = "up"
290
                    break
291
                case 20:
292
                    actor_ceroba.npc_direction = "left"
293
                    break
294
            }
295
296
        }
297
        break
298
    case 46:
299
        cutscene_wait(0.25)
300
        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 }
(mus_renewed, 500)
301
        break
302
    case 47:
303
        cutscene_npc_walk(actor_ceroba, actor_ceroba.x, ((__view_get((2 << 0), 0)) + 50), 3, "y", "down")
304
        if (actor_ceroba.y > (actor_clover.y + 20))
305
            actor_clover.npc_direction = "down"
306
        break
307
    case 48:
308
        cutscene_wait(0.5)
309
        no_loop_badge = false
310
        break
311
    case 49:
312
        cutscene_dialogue()
313
        actor_clover.npc_direction = "up"
314
        with (msg)
315
        {
316
            position = 0
317
            talker[0] = actor_starlo
318
            message[0] = "* That was strange... but#  it's not your problem. "
319
            message[1] = "* You need to get a move#  on.	"
320
            message[2] = "* Oh! I almost forgot#  something very#  important!	"
321
            message[3] = "* Here!"
322
            prt[0] = 421
323
            prt[1] = 417
324
            prt[2] = 426
325
            prt[3] = 417
326
        }
327
        actor_starlo.npc_direction = "down"
328
        break
329
    case 50:
330
        cutscene_npc_set_sprites(actor_starlo, 207, 205, 196, 201, 206, 204, 194, 200)
331
        break
332
    case 51:
333
        cutscene_npc_walk(actor_clover, actor_starlo.x, actor_clover.y, 2, "x", "up")
334
        break
335
    case 52:
336
        cutscene_wait(0.25)
337
        break
338
    case 53:
339
        cutscene_dialogue()
340
        with (msg)
341
        {
342
            talker[0] = -4
343
            talker[1] = 1169
344
            sndfnt_array[0] = 391
345
            sndfnt_array[1] = 107
346
            message[0] = "* (You got the Deputy#  Badge!)"
347
            message[1] = "* Despite a few hiccups,#  our little adventure was#  a blast."
348
            message[2] = "* I'll be seein' ya#  around, partner!"
349
            prt[1] = 417
350
            prt[2] = 422
351
            if (message_current == 0 && other.no_loop_badge == false)
352
            {
353
                audio_play_sound(snd_success, 1, 0)
354
                other.no_loop_badge = true
355
            }
356
        }
357
        break
358
    case 54:
359
        cutscene_npc_action_sprite(actor_starlo, 202, (1/3), true, 0, 232, 5)
360
        break
361
    case 55:
362
        cutscene_wait(1)
363
        break
364
    case 56:
365
        cutscene_npc_action_sprite(actor_clover, 1106, (1/3), true, 0, 275, 6)
366
        break
367
    case 57:
368
        cutscene_wait(1)
369
        break
370
    case 58:
371
        cutscene_dialogue()
372
        with (msg)
373
        {
374
            talker[0] = actor_starlo
375
            message[0] = "* I'm so proud!"
376
            prt[0] = 413
377
            position = 0
378
        }
379
        break
380
    case 59:
381
        cutscene_wait(1)
382
        actor_clover.action_sprite = false
383
        break
384
    case 60:
385
        cutscene_npc_walk(1168, (actor_starlo.x - 30), actor_clover.y, 3, "x", "right")
386
        break
387
    case 61:
388
        cutscene_wait(0.25)
389
        break
390
    case 62:
391
        cutscene_npc_walk(actor_starlo, actor_starlo.x, ((__view_get((2 << 0), 0)) + 50), 3, "y", "down")
392
        if (actor_starlo.y > (actor_clover.y + 20))
393
            actor_clover.npc_direction = "down"
394
        break
395
    case 63:
396
        cutscene_npc_walk(actor_clover, actor_starlo.x, actor_clover.y, 2, "x", "down")
397
        break
398
    case 64:
399
        cutscene_wait(0.5)
400
        break
401
    case 65:
402
        cutscene_dialogue()
403
        with (msg)
404
        {
405
            sndfnt = 102
406
            message[0] = "* Clover! Clover!"
407
            prt[0] = 318
408
        }
409
        break
410
    case 66:
411
        cutscene_instance_create(actor_clover.x, (actor_clover.y + 220), obj_martlet_npc)
412
        break
413
    case 67:
414
        cutscene_npc_walk(1164, 160, 220, 3, "x", "up")
415
        break
416
    case 68:
417
        cutscene_dialogue()
418
        with (msg)
419
        {
420
            sndfnt = 102
421
            message[0] = "* I just passed Ceroba#  and that North Star#  fella."
422
            message[1] = "* Did you all patch#  everything up?"
423
            message[2] = "* -Oh yeah, hi!"
424
            message[3] = "* So I have good news and#  bad news."
425
            message[4] = "* I'll start with the#  good:"
426
            message[5] = "* Ceroba was kind enough#  to free me!"
427
            message[6] = "* She's an old#  acquaintance of mine so#  it was a nice surprise."
428
            message[7] = "* She knows I won't tell#  ASGORE about this, so no#  worries!"
429
            message[8] = "* Now that that's taken#  care of... the bad news."
430
            message[9] = "* I'm about to go back on#  my word, sadly."
431
            message[10] = "* I know I JUST said I#  wouldn't leave your side#  but then... ya know... 	"
432
            message[11] = "* ...This crazy detour#  happened."
433
            message[12] = "* I also realize I threw#  my job to the wind to#  travel with you but..."
434
            message[13] = "* Since the imprisonment#  took up so much time, I#  have to go back."
435
            message[14] = "* If I don't at LEAST#  clock in,"
436
            message[15] = "* the Royal Guard#  will grow suspicious!"
437
            message[16] = "* Plus, Ava is totalled.#  It was their property."
438
            message[17] = "* I'll only be gone for a#  moment to fix my#  mistakes!"
439
            message[18] = "* Trust me, this will#  help you in the long#  run!"
440
            message[19] = "* And I know you're tough#  enough to handle#  yourself.	"
441
            message[20] = "* I'll send ya a message#  where to meet back up,#  alright?"
442
            message[21] = "* Again, I'm so-so-SO#  sorry about this but#  I'll cya later!"
443
            prt[0] = 324
444
            prt[1] = 328
445
            prt[2] = 333
446
            prt[3] = 323
447
            prt[4] = 328
448
            prt[5] = 312
449
            prt[6] = 328
450
            prt[7] = 337
451
            prt[8] = 329
452
            prt[9] = 322
453
            prt[10] = 317
454
            prt[11] = 333
455
            prt[12] = 317
456
            prt[13] = 317
457
            prt[14] = 321
458
            prt[15] = 321
459
            prt[16] = 332
460
            prt[17] = 321
461
            prt[18] = 328
462
            prt[19] = 312
463
            prt[20] = 337
464
            prt[21] = 320
465
        }
466
        break
467
    case 69:
468
        cutscene_npc_walk(1164, obj_martlet_npc.x, ((__view_get((1 << 0), 0)) + (__view_get((2 << 0), 0)) + 50), 4, "x", "down")
469
        break
470
    case 70:
471
        cutscene_camera_move(obj_pl.x, obj_pl.y, 1)
472
        break
473
    case 71:
474
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
475
        camera_set_view_target(view_camera[0], 1031)
476
        global.dunes_flag[39] = 1
477
        ds_list_clear(global.encounter_list)
478
        scene = -1
479
        instance_destroy(actor_clover)
480
        instance_destroy(actor_starlo)
481
        instance_destroy(obj_martlet_npc)
482
        instance_destroy(actor_ceroba)
483
        break
484
}