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gml_Object_obj_cutscene_steamworks_12_neutral_Step_0

(view raw script w/o annotations or w/e)
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switch scene
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{
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    case 0:
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        if (obj_pl.x < 300)
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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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        cutscene_camera_move(220, obj_pl.y, 1, false)
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        break
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    case 3:
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        cutscene_audio_fade(obj_radio.current_song, 0, 300, 0.25, false, true)
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        break
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    case 4:
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        cutscene_wait(1)
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        break
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    case 5:
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        tile_layer_hide(-1000)
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        cutscene_advance()
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        break
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    case 6:
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        cutscene_sfx_play(snd_elevator_start, 0.8)
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        break
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    case 7:
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        cutscene_screenshake(1, 4)
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        break
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    case 8:
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        cutscene_wait(0.5)
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        break
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    case 9:
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        cutscene_music_start(219)
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        break
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    case 10:
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        cutscene_npc_walk(1166, 190, obj_pl.y, 4, "y", "right", false)
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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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            color = true
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            col_modif[0] = 16711935
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            talker[0] = 1166
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            message[0] = "* AXIS MODEL 014 READY TO#  GUARD AND PROTECT."
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            message_col[0][0] = "  AXIS                                        "
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            message[1] = "* INTRUDER SPOTTED.#  STEAMWORKS: EASTERN#  BRANCH."
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            message[2] = "* YOUR CRIMES ARE AS#  FOLLOWS:"
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            message[3] = "* - TRESPASSING ON#  PRIVATE PROPERTY."
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            message[4] = "* - UTILIZING MACHINERY#  WITHOUT PERMISSION."
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            message[5] = "* - HUMAN."
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            message[6] = "* HOW TO YOU PLEAD TO#  THESE ACCUSATIONS?"
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            prt[0] = 473
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            prt[1] = 473
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            prt[2] = 473
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            prt[3] = 473
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            prt[4] = 473
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            prt[5] = 473
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            ch_msg = 6
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            ch[1] = "Not guilty"
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            ch[2] = "Guilty"
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            if (outcome == 1)
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            {
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                message[7] = "* PLAYING TOUGH ARE WE?"
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                message[8] = "* THAT IS NO MATTER."
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                message[9] = "* I WILL SCAN YOUR FACE#  WITH MY LIE DETECTOR."
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                prt[7] = 473
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                prt[8] = 473
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                prt[9] = 473
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                other.scene = 12
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            }
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            if (outcome == 2)
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            {
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                message[7] = "* REALLY?"
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                message[8] = "* THAT WAS EASY."
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                message[9] = "* YOUR CRIMES WILL BE#  REPORTED TO AN#  AUTHORITY."
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                message[10] = "* OH WAIT, THAT IS ME."
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                message[11] = "* ENJOY YOUR ISOLATION,#  HUMAN."
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                prt[7] = 473
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                prt[8] = 473
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                prt[9] = 473
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                prt[10] = 473
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                prt[11] = 473
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                other.scene = 15
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            }
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        }
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        break
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    case 12:
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        if global.dialogue_open
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            return;
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        with (obj_pl)
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            scr_axis_clover_scan
scr_axis_clover_scan

function scr_axis_clover_scan() //gml_Script_scr_axis_clover_scan { if live_call() return global.live_result; var width = sprite_get_width(sprite_index) var height = sprite_get_height(sprite_index) i_inc = width / 20 j_inc = 1 var x_left = x - sprite_xoffset var y_top = y + sprite_yoffset - sprite_height for (var j = spr_collisionbox; j < height; j += j_inc) { part = instance_create(x_left, (y_top + j), obj_piece_clover_scan) with (part) { target_x = other.x target_y = other.y depth = other.depth - 1 left = 0 top = j width = width height = other.j_inc sprite_index = other.sprite_index alarm[0] if (j == spr_collisionbox) event_perform(ev_alarm, 0) } } }
()
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        cutscene_sfx_play(snd_elevator, 1)
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        audio_sound_pitch(snd_elevator, 2)
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        break
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    case 13:
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        cutscene_wait(3)
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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] = 1166
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            message[0] = "* INCREDIBLE."
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            message[1] = "* YOU HAVE THE MOST#  EMOTIONLESS FACE I HAVE#  EVER SEEN."
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            message[2] = "* I WILL JUST HAVE TO GO#  WITH MY NON-EXISTENT GUT#  AND SAY YOU WERE LYING."
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            message[3] = "* ENJOY YOUR ISOLATION,#  HUMAN."
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            prt[0] = 473
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            prt[1] = 473
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            prt[2] = 473
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            prt[3] = 473
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        }
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        break
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    case 15:
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        if (global.dialogue_open == true)
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            return;
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        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 }
(cutscene_music, 300)
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        cutscene_sfx_play(snd_rock_break, 1)
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        break
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    case 16:
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        cutscene_instance_create(obj_pl.x, (obj_pl.y + 5), obj_steamworks_12_trapdoor)
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        break
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    case 17:
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        cutscene_wait(1)
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        break
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    case 18:
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        cutscene_sfx_play(snd_decibatfall, 1)
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        break
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    case 19:
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        with (obj_pl)
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        {
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            direction = 270
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            image_alpha = 0.75
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        }
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        instance_destroy(obj_steamworks_footsteps)
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        cutscene_advance()
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        break
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    case 20:
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        with (obj_pl)
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        {
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            direction = 270
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            image_angle -= 1
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        }
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        var fall_speed = 10
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        for (var i = 1000002; i >= 999998; i--)
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            tile_layer_shift(i, 0, (-fall_speed))
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        layer_y("ts_steamworks", (layer_get_y("ts_steamworks") - fall_speed))
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        with (obj_asset_steamworks_smallgear)
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            y -= fall_speed
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        obj_axis_npc.y -= fall_speed
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        obj_steamworks_12_trapdoor.y -= fall_speed
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        cutscene_wait(2)
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        break
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    case 21:
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        with (obj_pl)
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        {
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            direction = 270
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            image_angle -= 1
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            image_alpha -= 0.1
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        }
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        if (obj_pl.image_alpha <= 0)
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            cutscene_wait(0.5)
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        break
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    case 22:
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        cutscene_sfx_play(snd_toy_squeak, 0.3)
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        break
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    case 23:
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        cutscene_wait(0.5)
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        break
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    case 24:
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        cutscene_change_room(160, 110, 150, 0.025)
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        break
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}