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gml_Object_obj_cutscene_starlo_pre_fight_Step_0

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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 0:
8
        if (obj_pl.y < (actor_starlo.y + 160))
9
        {
10
            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 }
()
11
            actor_clover = instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
12
            with (other)
13
                cutscene_advance()
14
        }
15
        break
16
    case 1:
17
        cutscene_npc_walk(actor_clover, actor_starlo.x, (actor_starlo.y + 80), 1, "x", "up")
18
        break
19
    case 2:
20
        cutscene_wait(1)
21
        break
22
    case 3:
23
        cutscene_camera_move(actor_starlo.x, actor_starlo.y, 1)
24
        break
25
    case 4:
26
        cutscene_wait(1)
27
        break
28
    case 5:
29
        cutscene_dialogue()
30
        with (msg)
31
        {
32
            color = true
33
            col_modif[0] = make_color_rgb(203, 67, 112)
34
            position = 0
35
            talker[0] = actor_starlo
36
            message[0] = "* Why did this happen?"
37
            message[1] = "* I did everything in my#  power to entertain..."
38
            message[2] = "* ...So monsters wouldn't#  have to worry about#  being stuck down here."
39
            message[3] = "* At every turn I tried to#  cheer Ceroba up..."
40
            message[4] = "* I just wanted Kanako off#  of her mind."
41
            message_col[4][0] = "                Kanako                   "
42
            message[5] = "* I'm trying my best to#  honor her memory."
43
            message[6] = "* Aren't distractions#  what's best for all#  of that?"
44
            message[7] = "* ?"
45
            prt[0] = 416
46
            prt[1] = 416
47
            prt[2] = 416
48
            prt[3] = 416
49
            prt[4] = 416
50
            prt[5] = 416
51
            prt[6] = 416
52
            prt[7] = 418
53
        }
54
        break
55
    case 6:
56
        cutscene_wait(1.5)
57
        break
58
    case 7:
59
        if cutscene_npc_reset_sprite(actor_starlo, "left")
60
            scene = 7.2
61
        break
62
    case 7.2:
63
        if cutscene_wait(0.3)
64
            scene = 7.4
65
        break
66
    case 7.4:
67
        cutscene_npc_direction(actor_starlo, "down")
68
        scene = 7.6
69
        break
70
    case 7.6:
71
        if cutscene_wait(1)
72
            scene = 8
73
        break
74
    case 8:
75
        cutscene_dialogue()
76
        with (msg)
77
        {
78
            position = 0
79
            talker[0] = actor_starlo
80
            message[0] = "* You..."
81
            message[1] = "* Why'd you follow me?"
82
            message[2] = "* Are you still my friend?"
83
            message[3] = "* ..."
84
            message[4] = "* Hold on..."
85
            message[5] = "* This all happened after#  you showed up!"
86
            message[6] = "* Ed specifically#  mentioned YOU as the#  problem!"
87
            message[7] = "* That's right! I was just#  bein' a good friend."
88
            message[8] = "* I made you who you are#  yet this is what I get?"
89
            message[9] = "* ..."
90
            message[10] = "* Let's face facts. I#  couldn't keep you here#  forever, kid."
91
            message[11] = "* Word would've gotten out#  that Feathers hadn't#  clocked in, eventually."
92
            message[12] = "* Feathers...#  Wait a minute..."
93
            message[13] = "* Royal Guards like her#  have a ton of status."
94
            message[14] = "* They gain that status by#  doin' the King's work."
95
            message[15] = "* I'm sure... I'm sure#  everyone would come back#  if I did the same."
96
            message[16] = "* I'd be revered not only#  in the Wild East but the#  entire Underground!!"
97
            message[17] = "* I'd..."
98
            prt[0] = 416
99
            prt[1] = 416
100
            prt[2] = 418
101
            prt[3] = 416
102
            prt[4] = 418
103
            prt[5] = 421
104
            prt[6] = 421
105
            prt[7] = 418
106
            prt[8] = 416
107
            prt[9] = 416
108
            prt[10] = 421
109
            prt[11] = 421
110
            prt[12] = 418
111
            prt[13] = 418
112
            prt[14] = 418
113
            prt[15] = 421
114
            prt[16] = 417
115
            prt[17] = 418
116
        }
117
        break
118
    case 9:
119
        cutscene_wait(0.5)
120
        break
121
    case 10:
122
        cutscene_npc_direction(actor_starlo, "right")
123
        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 }
(wind_sound, 1000)
124
        break
125
    case 11:
126
        cutscene_dialogue()
127
        with (msg)
128
        {
129
            position = 0
130
            talker[0] = actor_starlo
131
            message[0] = "* ..."
132
            prt[0] = 416
133
        }
134
        break
135
    case 12:
136
        cutscene_npc_direction(actor_starlo, "down")
137
        break
138
    case 13:
139
        cutscene_wait(1)
140
        break
141
    case 14:
142
        cutscene_dialogue()
143
        with (msg)
144
        {
145
            position = 0
146
            talker[0] = actor_starlo
147
            message[0] = "* Clover, you've been an#  excellent deputy but..."
148
            message[1] = "* As a lawman, what I'm#  about to do is embedded#  in my SOUL."
149
            message[2] = "* My true duty."
150
            message[3] = "* Don't... Don't make this#  difficult for me."
151
            message[4] = "* Just hold..."
152
            message[5] = "* STILL!"
153
            prt[0] = 416
154
            prt[1] = 421
155
            prt[2] = 421
156
            prt[3] = 418
157
            prt[4] = 416
158
            prt[5] = 421
159
        }
160
        break
161
    case 15:
162
        cutscene_npc_action_sprite(actor_starlo, 1275, (1/3), true, 0)
163
        break
164
    case 16:
165
        cutscene_battle_initiate("starlo", true, true)
166
        instance_destroy()
167
        break
168
    case 17:
169
        cutscene_wait(1)
170
        break
171
    case 18:
172
        cutscene_dialogue()
173
        with (msg)
174
        {
175
            talker[0] = actor_ceroba
176
            message[0] = "* Who have you become?"
177
            message[1] = "* Because this sure as#  hell isn't the Starlo#  I grew up with!"
178
            prt[0] = 370
179
            prt[1] = 394
180
        }
181
        break
182
    case 19:
183
        cutscene_npc_direction(actor_clover, "down")
184
        break
185
    case 20:
186
        cutscene_npc_walk(actor_ceroba, actor_starlo.x, (actor_clover.y + 20), 1, "x", "up")
187
        break
188
    case 21:
189
        cutscene_npc_walk_relative(actor_clover, -30, 0, 3, "x", "right")
190
        break
191
    case 22:
192
        cutscene_npc_walk(actor_ceroba, actor_ceroba.x, (actor_starlo.y + 60), 1, "y", "up")
193
        break
194
    case 23:
195
        cutscene_dialogue()
196
        with (msg)
197
        {
198
            position = 0
199
            talker[0] = actor_starlo
200
            message[0] = "* Ceroba..."
201
            message[1] = "* Now's not a good time#  for this."
202
            message[2] = "* Don't kick me while#  I'm down, please."
203
            prt[0] = 421
204
            prt[1] = 416
205
            prt[2] = 416
206
            if (message_current == 1)
207
                actor_starlo.npc_direction = "up"
208
        }
209
        actor_clover.npc_direction = "up"
210
        break
211
    case 24:
212
        cutscene_wait(0.5)
213
        break
214
    case 25:
215
        cutscene_dialogue()
216
        with (msg)
217
        {
218
            position = 0
219
            talker[0] = actor_ceroba
220
            message[0] = "* I'm... I'm sorry, Star."
221
            message[1] = "* I know this is#  weighing heavily on you#  but listen..."
222
            message[2] = "* None of us hate you.#  The REAL you."
223
            message[3] = "* We adore you!"
224
            message[4] = "* What we hate is this#  false, reckless persona#  you've created."
225
            prt[0] = 394
226
            prt[1] = 370
227
            prt[2] = 370
228
            prt[3] = 372
229
            prt[4] = 394
230
            talker[5] = actor_starlo
231
            message[5] = "* ..."
232
            prt[5] = 406
233
            talker[6] = actor_ceroba
234
            message[6] = "* I have my own baggage.#  We all do."
235
            message[7] = "* I don't even know if I#  have room to say this#  but..."
236
            message[8] = "* Bring him back."
237
            message[9] = "* Bring back the#  innocent farmer I once#  knew."
238
            prt[6] = 377
239
            prt[7] = 371
240
            prt[8] = 370
241
            prt[9] = 394
242
            talker[10] = actor_starlo
243
            message[10] = "* I just... wanted to be#  appreciated. Revered by#  all."
244
            message[11] = "* I was trying to provide#  a slice of the Surface#  where we have none."
245
            prt[10] = 406
246
            prt[11] = 406
247
            talker[12] = actor_ceroba
248
            message[12] = "* There's nothing wrong#  with that."
249
            message[13] = "* I'm not even telling#  you to quit running the#  town."
250
            message[14] = "* Just don't let this#  identity consume you.#  It isn't healthy."
251
            prt[12] = 370
252
            prt[13] = 370
253
            prt[14] = 394
254
        }
255
        break
256
    case 26:
257
        cutscene_wait(0.5)
258
        break
259
    case 27:
260
        cutscene_dialogue()
261
        with (msg)
262
        {
263
            position = 0
264
            talker[0] = actor_starlo
265
            message[0] = "* ..."
266
            prt[0] = 416
267
        }
268
        break
269
    case 28:
270
        cutscene_wait(0.45)
271
        break
272
    case 29:
273
        cutscene_npc_direction(actor_starlo, "right")
274
        break
275
    case 30:
276
        cutscene_wait(0.45)
277
        break
278
    case 31:
279
        cutscene_npc_direction(actor_starlo, "down")
280
        break
281
    case 32:
282
        cutscene_music_start(192, 500)
283
        break
284
    case 33:
285
        cutscene_dialogue()
286
        with (msg)
287
        {
288
            position = 0
289
            talker[0] = actor_starlo
290
            message[0] = "* ...Very well."
291
            message[1] = "* Clover, I'm terribly#  sorry for attacking#  you."
292
            message[2] = "* I do value your#  friendship and the time#  we've spent together."
293
            message[3] = "* You have every right#  to make fun but..."
294
            prt[0] = 406
295
            prt[1] = 406
296
            prt[2] = 418
297
            prt[3] = 416
298
        }
299
        break
300
    case 34:
301
        cutscene_npc_action_sprite(actor_starlo, 1276, 0.25, true, 0)
302
        break
303
    case 35:
304
        cutscene_npc_set_sprites(actor_starlo, 207, 205, 196, 201, 206, 204, 1277, 200)
305
        break
306
    case 36:
307
        cutscene_npc_reset_sprite(actor_starlo, "down")
308
        break
309
    case 37:
310
        cutscene_wait(0.25)
311
        break
312
    case 38:
313
        cutscene_dialogue()
314
        with (msg)
315
        {
316
            position = 0
317
            talker[0] = actor_starlo
318
            message[0] = "* This is who I really#  am."
319
            message[1] = "* I'm not a real#  sheriff... just some#  nobody farmer."
320
            prt[0] = 432
321
            prt[1] = 432
322
            talker[2] = actor_ceroba
323
            message[2] = "* Don't say that, Star."
324
            message[3] = "* You may not be a real#  sheriff but..."
325
            message[4] = "* You're the best#  sheriff I've ever#  known!"
326
            prt[2] = 370
327
            prt[3] = 377
328
            prt[4] = 395
329
        }
330
        break
331
    case 39:
332
        cutscene_wait(0.25)
333
        break
334
    case 40:
335
        cutscene_dialogue()
336
        with (msg)
337
        {
338
            position = 0
339
            talker[0] = actor_starlo
340
            message[0] = "* Yeah..."
341
            message[1] = "* I suppose I am KINDA#  cool."
342
            prt[0] = 429
343
            prt[1] = 433
344
            talker[2] = actor_ceroba
345
            message[2] = "* Darn right!"
346
            prt[2] = 395
347
            talker[3] = actor_starlo
348
            message[3] = "* But..."
349
            prt[3] = 431
350
        }
351
        break
352
    case 41:
353
        cutscene_npc_action_sprite(actor_starlo, actor_starlo.up_sprite, 0.2, true, 0.2, 281, 0)
354
        break
355
    case 42:
356
        cutscene_wait(0.25)
357
        break
358
    case 43:
359
        cutscene_npc_set_sprites(actor_starlo, 207, 237, 240, 236, 206, 235, 230, 232)
360
        break
361
    case 44:
362
        cutscene_npc_reset_sprite(actor_starlo, "down")
363
    case 45:
364
        cutscene_dialogue()
365
        with (msg)
366
        {
367
            position = 0
368
            talker[0] = actor_starlo
369
            message[0] = "* This whole show wasn't#  only for some personal#  power trip."
370
            prt[0] = 421
371
            talker[1] = actor_ceroba
372
            message[1] = "* Hm?"
373
            prt[1] = 370
374
            talker[2] = actor_starlo
375
            message[2] = "* I also did it to...#  cheer you up."
376
            message[3] = "* You might've wanted#  the old me but I also#  wanted the old you."
377
            message[4] = "* Because of..."
378
            message[5] = "* ...Kanako..."
379
            prt[2] = 418
380
            prt[3] = 418
381
            prt[4] = 416
382
            prt[5] = 406
383
            talker[6] = actor_ceroba
384
            message[6] = "* ..."
385
            prt[6] = 393
386
        }
387
        break
388
    case 46:
389
        cutscene_wait(0.25)
390
        break
391
    case 47:
392
        cutscene_npc_direction(actor_ceroba, "down")
393
        break
394
    case 48:
395
        cutscene_wait(0.5)
396
        break
397
    case 49:
398
        cutscene_dialogue()
399
        with (msg)
400
        {
401
            position = 0
402
            talker[0] = actor_ceroba
403
            message[0] = "* I... Um... Appreciate#  that, Star."
404
            message[1] = "* I..."
405
            message[2] = "* I believe I have#  business to take care#  of relating to her..."
406
            prt[0] = 394
407
            prt[1] = 371
408
            prt[2] = 370
409
            talker[3] = actor_starlo
410
            message[3] = "* What do you mean?"
411
            prt[3] = 421
412
            talker[4] = actor_ceroba
413
            message[4] = "* I must tell you#  something."
414
            message[5] = "* I suppose Clover#  should know as well."
415
            message[6] = "* As much fun it is to#  have duels and catch#  bandits..."
416
            message[7] = "* There's a pressing#  matter looming over#  me."
417
            message[8] = "* ..."
418
            message[9] = "* Let's go to the old#  Steamworks gate."
419
            message[10] = "* We'll speak there."
420
            prt[4] = 394
421
            prt[5] = 394
422
            prt[6] = 370
423
            prt[7] = 371
424
            prt[8] = 377
425
            prt[9] = 370
426
            prt[10] = 370
427
            talker[11] = actor_starlo
428
            message[11] = "* Ceroba..."
429
            prt[11] = 406
430
            talker[12] = actor_ceroba
431
            message[12] = "* Come on."
432
            prt[12] = 394
433
            if (message_current == 2)
434
                actor_ceroba.npc_direction = "up"
435
        }
436
        break
437
    case 50:
438
        cutscene_npc_walk(actor_ceroba, actor_ceroba.x, (actor_starlo.y + 30), 3, "x", "up")
439
        break
440
    case 51:
441
        cutscene_npc_walk_relative(actor_starlo, -40, 0, 3, "x", "right")
442
        break
443
    case 52:
444
        cutscene_npc_walk(actor_ceroba, actor_ceroba.x, -40, 4, "x", "up")
445
        if (actor_ceroba.y < (actor_starlo.y - 60))
446
            actor_starlo.npc_direction = "up"
447
        break
448
    case 53:
449
        cutscene_dialogue()
450
        with (msg)
451
        {
452
            position = 0
453
            talker[0] = actor_starlo
454
            message[0] = "* I guess you're really#  part of the team now,#  Clover."
455
            message[1] = "* You heard her."
456
            prt[0] = 421
457
            prt[1] = 417
458
        }
459
        actor_starlo.npc_direction = "down"
460
        break
461
    case 54:
462
        cutscene_npc_walk(actor_starlo, actor_starlo.x, -60, 3, "x", "up")
463
        break
464
    case 55:
465
        cutscene_audio_fade(cutscene_music, 0, 1200, 0.15, false, true)
466
        break
467
    case 56:
468
        cutscene_wait(1)
469
        break
470
    case 57:
471
        cutscene_dialogue()
472
        with (msg)
473
        {
474
            sndfnt = 102
475
            message[0] = "* Clover! Clover!"
476
            prt[0] = 318
477
        }
478
        break
479
    case 58:
480
        cutscene_instance_create(obj_pl.x, ((__view_get((1 << 0), 0)) + (__view_get((2 << 0), 0)) + 50), obj_martlet_npc)
481
        break
482
    case 59:
483
        cutscene_npc_direction(actor_clover, "down")
484
        break
485
    case 60:
486
        cutscene_npc_walk(1164, 160, 220, 3, "x", "up")
487
        break
488
    case 61:
489
        cutscene_dialogue()
490
        with (msg)
491
        {
492
            sndfnt = 102
493
            message[0] = "* So I have good news#  and bad news."
494
            message[1] = "* I'll start with the#  good:"
495
            message[2] = "* Turns out, the wife of#  that old friend I told#  you about is here!"
496
            message[3] = "* Her name is Ceroba!"
497
            message[4] = "* You... probably met her#  already now that I#  think about it."
498
            message[5] = "* She broke my cell lock#  with a sick magic staff#  and let me go!"
499
            message[6] = "* I also made sure she#  knew I wouldn't tell#  ASGORE about this."
500
            message[7] = "* So now that that's#  taken care of... the bad#  news."
501
            message[8] = "* I'm about to go back#  on my word, sadly."
502
            message[9] = "* I know I JUST said I#  wouldn't leave your side#  but then... ya know... "
503
            message[10] = "* ...This crazy detour#  happened."
504
            message[11] = "* I also realize I threw#  my job to the wind to#  travel with you but..."
505
            message[12] = "* Since the imprisonment#  took up so much time, I#  have to go back."
506
            message[13] = "* If I don't at LEAST#  clock in..."
507
            message[14] = "* ...the Royal Guard#  will grow suspicious!"
508
            message[15] = "* Plus, Ava is totalled.#  It was their property."
509
            message[16] = "* I'll only be gone for#  a moment to fix my#  mistakes!"
510
            message[17] = "* Ceroba encouraged this#  decision, so don't#  worry.	"
511
            message[18] = "* She told me she would#  accompany you on the#  journey to Hotland."
512
            message[19] = "* So hey, it all works#  out!"
513
            message[20] = "* Again, I'm so-so-so-SO#  sorry about this but#  I'll cya later!"
514
            prt[0] = 321
515
            prt[1] = 312
516
            prt[2] = 318
517
            prt[3] = 312
518
            prt[4] = 320
519
            prt[5] = 328
520
            prt[6] = 337
521
            prt[7] = 338
522
            prt[8] = 317
523
            prt[9] = 320
524
            prt[10] = 333
525
            prt[11] = 321
526
            prt[12] = 329
527
            prt[13] = 321
528
            prt[14] = 321
529
            prt[15] = 323
530
            prt[16] = 321
531
            prt[17] = 328
532
            prt[18] = 328
533
            prt[19] = 312
534
            prt[20] = 323
535
        }
536
        break
537
    case 62:
538
        cutscene_npc_walk(1164, obj_martlet_npc.x, ((__view_get((1 << 0), 0)) + (__view_get((2 << 0), 0)) + 50), 4, "x", "down")
539
        break
540
    case 63:
541
        cutscene_camera_move(obj_pl.x, obj_pl.y, 1)
542
        break
543
    case 64:
544
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
545
        camera_set_view_target(view_camera[0], 1031)
546
        global.dunes_flag[39] = 1
547
        scene = -1
548
        instance_destroy(actor_clover)
549
        instance_destroy(actor_starlo)
550
        instance_destroy(obj_martlet_npc)
551
        instance_destroy(actor_ceroba)
552
        break
553
}