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gml_Object_obj_cutscene_steamworks_12_pacifist_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 < 320)
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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(0.5, 2)
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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] = "* INTRUDERS SPOTTED.#  STEAMWORKS: EASTERN#  BRANCH."
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            prt[0] = 473
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            prt[1] = 473
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        }
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        break
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    case 12:
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        with (obj_ceroba_follower)
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        {
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            image_alpha = 0
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            instance_create(x, y, obj_ceroba_npc)
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            obj_ceroba_npc.npc_direction = "left"
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            obj_ceroba_npc.sprite_index = obj_ceroba_follower.sprite_index
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        }
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        cutscene_advance()
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        break
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    case 13:
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        cutscene_npc_walk(1161, (obj_pl.x - 30), obj_pl.y, 4, "y", "left")
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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] = 1161
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            talker[1] = 1166
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            talker[2] = 1161
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            talker[3] = 1166
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            talker[4] = 1161
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            talker[6] = 1166
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            talker[10] = 1161
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            talker[13] = 1166
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            talker[18] = 1161
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            message[0] = "* Wait! Who are you!?"
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            message[1] = "* AXIS MODEL 014 READY TO#  GUARD AND PROTECT."
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            message[2] = "* You just said that."
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            message[3] = "* MY VOCABULARY IS NOT#  EXPANSIVE, MA'AM."
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            message[4] = "* Okay... Well, I wasn't#  expecting anyone to be#  here."
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            message[5] = "* If you let us through,#  we'll be out of your#  hair."
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            message[6] = "* ONE: I DO NOT HAVE#  HAIR."
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            message[7] = "* TWO: I CANNOT ALLOW YOU#  TO PASS."
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            message[8] = "* YOU HAVE TRESPASSED ON#  PRIVATE PROPERTY."
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            message[9] = "* YOU HAVE ALSO UTILIZED#  MACHINERY WITHOUT#  PERMISSION. "
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            message[10] = "* No, no! We're just#  heading to Hotland."
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            message[11] = "* We aren't malicious in#  the slightest!"
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            message[12] = "* It was us who woke up#  this place. Isn't it#  nice to have power?"
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            message[13] = "* WHILE IT IS NICE TO BE#  OPERATIONAL AGAIN, IT IS#  ALSO NOT NICE."
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            message[14] = "* I AM THE LAST OF MY#  KIND TO POLICE THIS#  AREA."
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            message[15] = "* ALL OF MY COMRADES HAVE#  RUSTED OVER."
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            message[16] = "* I ALWAYS KNEW I WAS THE#  BEST BUT I AM ALSO#  LONELY NOW. OH WELL."
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            message[17] = "* I WILL NOW TRAP YOU IN#  A COLD, DARK ROOM, FOR#  WHICH YOU MIGHT PERISH."
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            message[18] = "* My husband, Chujin,#  used to work here! I#  have permission!"
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            message[19] = "* Don't make me hurt you."
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            prt[0] = 388
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            prt[1] = 473
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            prt[2] = 382
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            prt[3] = 473
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            prt[4] = 394
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            prt[5] = 371
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            prt[6] = 473
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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] = 381
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            prt[11] = 381
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            prt[12] = 3754
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            prt[13] = 473
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            prt[14] = 473
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            prt[15] = 473
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            prt[16] = 473
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            prt[17] = 473
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            prt[18] = 371
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            prt[19] = 394
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        }
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        break
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    case 15:
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        cutscene_npc_action_sprite(1161, 77, (1/3), true, 0)
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        break
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    case 16:
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        cutscene_wait(0.5)
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        break
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    case 17:
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        cutscene_instance_create(obj_axis_npc.x, (obj_axis_npc.y - 28), obj_cutscene_ex)
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        break
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    case 18:
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        cutscene_wait(0.8)
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        break
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    case 19:
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        instance_destroy(obj_cutscene_ex)
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        cutscene_advance()
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        break
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    case 20:
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        cutscene_audio_fade(cutscene_music, 0, 300, 0.25, false, true)
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        break
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    case 21:
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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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            talker[1] = 1161
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            message[0] = "* CHUJIN? MY CREATOR?"
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            message[1] = "* Huh?"
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            prt[0] = 473
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            prt[1] = 393
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        }
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        if (msg.message_current == 1)
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            obj_ceroba_npc.action_sprite = false
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        break
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    case 22:
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        cutscene_npc_direction(obj_axis_npc, "down")
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        break
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    case 23:
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        cutscene_wait(0.2)
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        break
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    case 24:
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        cutscene_npc_direction(obj_axis_npc, "left")
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        break
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    case 25:
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        cutscene_wait(0.2)
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        break
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    case 26:
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        cutscene_npc_direction(obj_axis_npc, "up")
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        break
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    case 27:
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        cutscene_wait(0.2)
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        break
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    case 28:
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        cutscene_npc_direction(obj_axis_npc, "right")
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        break
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    case 29:
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        cutscene_wait(1.5)
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        break
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    case 30:
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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] = "* SORRY, I DO NOT SEE HIM#  PRESENT."
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            message[1] = "* GOODBYE."
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            prt[0] = 473
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            prt[1] = 473
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        }
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        break
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    case 31:
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        cutscene_sfx_play(snd_rock_break, 1)
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        break
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    case 32:
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        cutscene_instance_create((obj_pl.x - 15), (obj_pl.y + 5), obj_steamworks_12_trapdoor)
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        break
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    case 33:
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        cutscene_wait(1)
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        break
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    case 34:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1161
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            message[0] = "* WAIT!"
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            prt[0] = 381
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        }
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        break
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    case 35:
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        cutscene_sfx_play(snd_decibatfall, 1)
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        break
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    case 36:
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        with (obj_ceroba_npc)
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        {
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            action_sprite = true
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            sprite_index = spr_ceroba_fall
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            image_alpha = 0.75
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        }
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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 37:
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        with (obj_ceroba_npc)
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            image_angle += 1.5
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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 38:
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        with (obj_ceroba_npc)
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        {
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            image_angle += 1.5
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            image_alpha -= 0.1
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        }
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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 && obj_ceroba_npc.image_alpha <= 0)
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            cutscene_wait(0.5)
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        break
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    case 39:
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        cutscene_sfx_play(snd_undertale_thud, 0.8)
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        break
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    case 40:
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        cutscene_wait(0.3)
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        break
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    case 41:
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        cutscene_sfx_play(snd_toy_squeak, 0.3)
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        break
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    case 42:
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        cutscene_wait(0.5)
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        break
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    case 43:
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        cutscene_change_room(160, 135, 150, 0.025)
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        break
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}