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gml_Object_obj_dunes_25_controller_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 <= 320)
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        {
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            instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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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_npc_walk(1168, 200, 270, 2, "y", "up")
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        scene++
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        break
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    case 2:
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        cutscene_wait(1.5)
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        break
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    case 3:
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        obj_determination.image_alpha = 0
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        var flowey = instance_create(obj_determination.x, obj_determination.y, obj_flowey_npc)
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        flowey.image_alpha = 0
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        scene++
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        break
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    case 4:
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        obj_flowey_npc.image_alpha = 1
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        cutscene_npc_action_sprite(3194, 242, 0.2, false)
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        break
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    case 5:
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        cutscene_wait(0.5)
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        break
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    case 6:
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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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            prt[0] = 348
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        }
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        break
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    case 7:
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        cutscene_wait(0.5)
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        break
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    case 8:
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        cutscene_npc_direction(obj_flowey_npc, "up")
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        break
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    case 9:
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        cutscene_wait(1)
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        break
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    case 10:
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        cutscene_camera_move(obj_pl.x, 180, 1)
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        break
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    case 11:
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        cutscene_wait(1)
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        break
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    case 12:
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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] = "* Gee, wouldja look at#  that...	"
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            message[1] = "* I can almost see the#  King's Castle from here!"
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            prt[0] = 348
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            prt[1] = 348
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        }
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        break
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    case 13:
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        cutscene_wait(0.5)
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        break
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    case 14:
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        cutscene_npc_direction(obj_flowey_npc, "down")
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        break
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    case 15:
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        if cutscene_dialogue()
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        {
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            if (global.route == 3)
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                cutscene_advance(22)
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        }
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        with (msg)
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        {
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            talker[0] = 3194
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            color = true
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            col_modif[0] = 255
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            message[0] = "* Heh, ASGORE..."
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            message[1] = "* Monsters shower him#  with praise but it's#  totally overblown."
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            message[2] = "* See, he's what they#  call a 'Boss Monster'."
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            message_col[2][0] = "                     #         'Boss Monster' "
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            message[3] = "* Means he has special#  traits; more power than#  others..."
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            message[4] = "* When you take him down,#  his SOUL will stay#  intact."
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            message[5] = "* But only for a moment#  before... BOOM! You win."
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            message[6] = "* I've heard the guy's#  immortal too. Can't age#  a second!"
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            message[7] = "* At least, not anymore.	"
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            message[8] = "* Wild, huh?"
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            prt[0] = 347
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            prt[1] = 3640
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            prt[2] = 353
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            prt[3] = 348
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            prt[4] = 347
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            prt[5] = 3251
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            prt[6] = 348
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            prt[7] = 353
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            prt[8] = 348
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            if (global.route == 3)
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            {
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                ch_msg = 10
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                ch[1] = "..."
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                message[4] = "* When you inevitably#  kill him, his SOUL will#  stay intact."
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                message[5] = "* But only for a moment#  before... BOOM! It's#  gone forever."
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                message[6] = "* I'll let you in on a#  little secret though..."
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                message[7] = "* In that short window of#  time, you can reach out#  and take his SOUL."
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                message[8] = "* With its power, you'll#  be able to cross the#  barrier and return home."
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                message[9] = "* Your back turned on the#  Underground, your duty#  fulfilled."
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                message[10] = "* Doesn't that sound#  nice?"
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                message[11] = "* Yes? No?"
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                message[12] = "* Come on, gimme#  something!	"
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                message[13] = "* ..."
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                message[14] = "* Fine."
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                message[15] = "* You're becoming harder#  and harder to read, you#  know that?	"
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                message[16] = "* A little too “broody”#  for my taste too."
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                message[17] = "* Sigh..."
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                message[18] = "* Just keep your eyes on#  the Castle, okay?"
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                message[19] = "* Okay."
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                prt[4] = 347
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                prt[5] = 348
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                prt[6] = 349
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                prt[7] = 349
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                prt[8] = 348
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                prt[9] = 347
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                prt[10] = 348
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                prt[11] = 352
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                prt[12] = 357
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                prt[13] = 353
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                prt[14] = 348
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                prt[15] = 357
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                prt[16] = 347
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                prt[17] = 353
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                prt[18] = 352
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                prt[19] = 348
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            }
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        }
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        break
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    case 16:
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        cutscene_npc_direction(obj_flowey_npc, "up")
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        break
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    case 17:
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        cutscene_wait(0.5)
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        break
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    case 18:
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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] = "* Boss Monsters know how#  to cling to life, that's#  for sure."
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            prt[0] = 353
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        }
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        break
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    case 19:
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        cutscene_wait(1)
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        break
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    case 20:
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        cutscene_npc_direction(obj_flowey_npc, "down")
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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] = 3194
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            message[0] = "* Hey, don't let all that#  info scare ya!"
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            message[1] = "* Immortal doesn't mean#  invincible!"
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            message[2] = "* And still, a human SOUL#  is more powerful than a#  Boss Monster SOUL."
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            message[3] = "* ASGORE may seem#  intimidating but it's#  all show."
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            message[4] = "* Deep down, he's afraid#  of you. A true pushover."
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            message[5] = "* Anyway, just thought#  I'd prepare my pal for#  what's to come!"
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            prt[0] = 348
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            prt[1] = 3251
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            prt[2] = 348
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            prt[3] = 348
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            prt[4] = 349
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            prt[5] = 348
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        }
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        break
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    case 22:
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        global.dunes_flag[54] = 1
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        current_save_number = 1
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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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        if (global.flowey_save_number < current_save_number)
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            global.flowey_save_number = current_save_number
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        box = instance_create(((__view_get((0 << 0), 0)) + 160), ((__view_get((1 << 0), 0)) + 120), obj_savebox)
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        audio_play_sound(snd_mainmenu_select, 1, 0)
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        global.menu_sprite = 3298
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        scene++
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        break
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    case 23:
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        if instance_exists(obj_savebox)
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            return;
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        else
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        {
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            global.cutscene = true
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            if cutscene_npc_action_sprite(3194, 245, 0.2)
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            {
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                instance_destroy(obj_flowey_npc)
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                obj_determination.image_alpha = 1
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            }
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        }
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        break
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    case 24:
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        cutscene_wait(1)
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        break
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    case 25:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 2)
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        break
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    case 26:
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        cutscene_end()
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        cutscene_camera_reset()
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        break
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}