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gml_Object_obj_cutscene_steamworks_34_Step_0

(view raw script w/o annotations or w/e)
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if (global.sworks_flag[29] == 0)
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{
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    if (obj_pl.x < 980)
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    {
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        instance_create_depth((obj_pl.x + 10), 168, obj_pl.depth, obj_steamworks_34_flowey_disappear)
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        global.sworks_flag[29] = 1
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    }
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}
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switch scene
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{
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    case 0:
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        if (obj_pl.x <= (obj_determination.x + 15))
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        {
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            cutscene_advance()
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            obj_determination.image_alpha = 0
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            var flowey_npc = instance_create(obj_determination.x, obj_determination.y, obj_flowey_npc)
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            flowey_npc.action_sprite = true
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            flowey_npc.sprite_index = spr_floweyrise
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            flowey_npc.image_speed = 0.2
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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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            obj_pl.direction = 90
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        }
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        break
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    case 1:
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        if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1))
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        {
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            obj_flowey_npc.action_sprite = false
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            cutscene_advance()
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        }
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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] = 3194
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            message[0] = "* Howdy!"
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            message[1] = "* Looks like things are#  heating up!"
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            message[2] = "* Literally, that is."
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            message[3] = "* Since you shut the bots#  down, it should be an#  easy stroll to the exit."
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            prt[0] = 348
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            prt[1] = 347
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            prt[2] = 353
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            prt[3] = 348
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            if (global.dunes_flag[51] == 2)
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            {
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                message[4] = "* Good luck, Clover."
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                prt[4] = 348
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            }
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            else
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            {
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                message[4] = "* But just in case, I'd#  like to give you a#  little gift..."
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                message[5] = "* From your best friend."
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                prt[4] = 348
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                prt[5] = 3251
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            }
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        }
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        break
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    case 3:
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        if (global.dunes_flag[51] == 2)
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            cutscene_advance(6)
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        else
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        {
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            instance_create_depth(370, 124, 0, obj_steamworks_34_pellets)
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            cutscene_advance()
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        }
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        break
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    case 4:
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        cutscene_wait(1.5)
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        break
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    case 5:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 3194
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            message[0] = "* I think it's time you#  try your hand at#  wielding the pellets."
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            message[1] = "* Sure, you could use#  rubber, silver, nails,#  whatever."
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            message[2] = "* But these are#  the real deal."
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            message[3] = "* It's fully up to you#  but I just wanted to let#  you know..."
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            message[4] = "* ...Our partnership#  means a lot to me."
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            message[5] = "* Good luck, Clover."
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            prt[0] = 348
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            prt[1] = 349
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            prt[2] = 349
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            prt[3] = 347
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            prt[4] = 3251
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            prt[5] = 348
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        }
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        break
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    case 6:
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        scr_determine_save_area
scr_determine_save_area

function scr_determine_save_area() //gml_Script_scr_determine_save_area { var current_room = room_get_name(room) switch current_room { case "rm_darkruins_03": current_save_number = 1 global.saveroom = "Dark Ruins - Entrance" break case "rm_darkruins_08": current_save_number = 2 global.saveroom = "Dark Ruins - Atrium" break case "rm_darkruins_10": current_save_number = 3 global.saveroom = "Dark Ruins - Cliff" break case "rm_darkruins_12": current_save_number = 4 global.saveroom = "Dark Ruins - Puzzle" break case "rm_darkruins_16": current_save_number = 5 global.saveroom = "Dark Ruins - Hall" break case "rm_snowdin_03_yellow": current_save_number = 1 global.saveroom = "Snowdin - Delta Rock" break case "rm_snowdin_08_yellow": current_save_number = 2 global.saveroom = "Snowdin - Ruined Shack" break case "rm_snowdin_12_yellow": current_save_number = 3 global.saveroom = "Snowdin - Pathway" break case "rm_snowdin_14_yellow": current_save_number = 4 global.saveroom = "Snowdin - Resort" break case "rm_snowdin_20_yellow": current_save_number = 5 global.saveroom = "Snowdin - Corridor" break case "rm_dunes_02": current_save_number = 1 global.saveroom = "Dunes - Cave" break case "rm_dunes_08": current_save_number = 2 global.saveroom = "Dunes - Tree" break case "rm_dunes_14": current_save_number = 3 global.saveroom = "Mines - Elevator" break case "rm_dunes_20": current_save_number = 4 global.saveroom = "Mines - Minecart" break case "rm_dunes_25": current_save_number = 5 global.saveroom = "Dunes - Mountaintop" break case "rm_dunes_28": current_save_number = 6 global.saveroom = "Dunes - Playground" break case "rm_dunes_34": current_save_number = 7 global.saveroom = "Dunes - Well" break case "rm_dunes_37": current_save_number = 8 global.saveroom = "Wild East - Town" break case "rm_dunes_39": current_save_number = 9 global.saveroom = "Wild East - Outskirts" break case "rm_dunes_41": current_save_number = 10 global.saveroom = "Wild East - Sunnyside" break case "rm_steamworks_05": current_save_number = 11 global.saveroom = "Steamw. - Generator" break case "rm_steamworks_09": current_save_number = 12 global.saveroom = "Steamw. - Raised Path" break case "rm_steamworks_15": current_save_number = 13 global.saveroom = "Steamw. - Lake" break case "rm_steamworks_19": current_save_number = 14 global.saveroom = "Steamw. - Offices" break ...
()
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        global.sworks_flag[29] = 2
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        instance_create(((__view_get((0 << 0), 0)) + 160), ((__view_get((1 << 0), 0)) + 120), obj_savebox)
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        cutscene_advance()
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        break
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    case 7:
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        if (!instance_exists(obj_savebox))
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            cutscene_advance()
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        break
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    case 8:
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        cutscene_npc_action_sprite(3194, 245, 0.2, true, 0)
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        break
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    case 9:
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        instance_destroy(obj_flowey_npc)
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        obj_determination.image_alpha = 1
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        cutscene_end()
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        break
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}