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gml_Object_obj_cutscene_steamworks_19_capture_backtrack_Step_0

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switch scene
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{
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    case 0:
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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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        break
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    case 1:
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        cutscene_npc_walk_relative(1166, 40, 0, 0.5, "x", "left")
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        break
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    case 2:
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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] = "* OH, HEY."
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            prt[0] = 473
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        }
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        break
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    case 3:
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        cutscene_npc_walk_relative(1166, 10, 0, 0.5, "x", "left")
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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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            talker[0] = 1166
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            message[0] = "* WAIT."
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            prt[0] = 473
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        }
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        break
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    case 5:
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        cutscene_npc_direction(obj_axis_npc, "left")
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        break
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    case 6:
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        cutscene_wait(1)
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        break
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    case 7:
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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] = "* WAIT, HOW."
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            message[1] = "* GO BACK TO YOUR ROOM."
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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 8:
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        cutscene_npc_walk(1166, (obj_pl.x + 20), obj_axis_npc.y, 3, "x", "left")
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        break
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    case 9:
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        cutscene_change_room(172, 160, 290, 0.05)
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        break
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}