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gml_Object_obj_cutscene_steamworks_05_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.y <= 210)
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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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            scene++
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        }
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        break
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    case 1:
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        cutscene_instance_create(200, 160, obj_steamworks_05_flowey)
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        break
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    case 2:
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        if (obj_steamworks_05_flowey.sprite_index != spr_flowey)
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            return;
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        else
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            cutscene_advance()
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        break
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    case 3:
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        cutscene_wait(0.15)
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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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            sndfnt = 96
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            talker[0] = 1996
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            message[0] = "* Howdy!"
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            message[1] = "* Another team-up? You're#  wasting your time,#  buddy."
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            message[2] = "* So far, these monsters#  have only brought you#  misfortune."
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            message[3] = "* I feel like following#  that lady's orders won't#  end any differently."
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            message[4] = "* Especially with that#  \"lab\" business..."
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            message[5] = "* Just try your best to#  move things along and#  not get sidetracked."
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            message[6] = "* Hopefully we can talk#  soon. Good luck, Clover!"
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            prt[0] = 348
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            prt[1] = 347
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            prt[2] = 348
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            prt[3] = 348
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            prt[4] = 348
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            prt[5] = 348
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            prt[6] = 348
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        }
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        break
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    case 5:
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        with (obj_steamworks_05_flowey)
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        {
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            sprite_index = spr_floweyleave
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            image_speed = 0.2
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        }
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        cutscene_advance()
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        break
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    case 6:
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        if (!instance_exists(obj_steamworks_05_flowey))
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        {
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            global.sworks_flag[7] = 1
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            instance_create(200, 160, obj_determination)
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            instance_destroy()
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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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        }
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        break
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}