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gml_Object_obj_dunes_26_controller_Step_0

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switch scene
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{
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    case 0:
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        cutscene_instance_position(obj_pl, "x", ">", 2000)
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        break
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    case 1:
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        cutscene_initialize()
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        break
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    case 2:
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        cutscene_audio_fade(obj_radio.current_song, 0, 500, 0.25, false)
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    case 3:
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        cutscene_sfx_play(snd_confirm, 1)
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        break
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    case 4:
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        cutscene_wait(2)
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        break
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    case 5:
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        cutscene_sfx_play(snd_undertale_thud, 1)
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        break
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    case 6:
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        cutscene_instance_create(2100, __view_get((1 << 0), 0), obj_dunes_26_spotlight)
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        break
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    case 7:
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        cutscene_wait(2)
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        break
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    case 8:
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        cutscene_instance_create(2100, 245, obj_dunes_26_bailador)
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        break
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    case 9:
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        cutscene_npc_action_sprite(1718, 1037, 0.25, true, 0, 383, 2)
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        if cutscene_sfx_play_at_frame(1718, 8, 424)
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            scr_screenshake
scr_screenshake

function scr_screenshake(argument0, argument1) //gml_Script_scr_screenshake { if instance_exists(obj_screenshake_player) return; with (instance_create(__view_get((9 << 0), 0).x, __view_get((9 << 0), 0).y, obj_screenshake_player)) { alarm[0] intensity = argument1 } }
(10, 3)
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        break
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    case 10:
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        cutscene_wait(2)
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        break
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    case 11:
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        cutscene_music_start(175)
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        break
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    case 12:
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        cutscene_npc_reset_sprite(1718, "left")
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        break
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    case 13:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1718
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            if (global.route != 3)
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            {
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                message[0] = "* Halt!"
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                message[1] = "* I, El Bailador, have tasked#  myself with confrontation!"
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                message[2] = "* The air is much too quiet!#  Much too dreary!"
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                message[3] = "* You make no noise when you#  move!"
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                message[4] = "* You lack RHYTHM! FEELING!#  FERVOR!"
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                message[5] = "* If I did not know any better,#  I might have mistaken you for#  a Sentinel of Silence!"
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                message[6] = "* No no... this will not do!"
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                message[7] = "* You must prove to me that you#  have what it takes!"
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                message[8] = "* What it takes to live a life#  of richness!"
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                message[9] = "* I challenge you... to DANCE!"
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                if (message_current == 6)
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                    obj_dunes_26_bailador.npc_direction = "down"
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                else if (message_current == 9)
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                    obj_dunes_26_bailador.npc_direction = "left"
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            }
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            else
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            {
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                message[0] = "* Halt!"
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                message[1] = "* I, El Bailador, have tasked#  myself with confrontation!"
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                message[2] = "* The air is much too quiet!#  Much too dreary!"
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                message[3] = "* You make no noise when you#  move!"
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                message[4] = "* And your eyes - they tell a#  woeful tale!"
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                message[5] = "* No no... this will not do!"
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                message[6] = "* We must liven up this dismal#  atmosphere!"
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                message[7] = "* It is time... to DANCE!"
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                if (message_current == 5)
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                    obj_dunes_26_bailador.npc_direction = "down"
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                else if (message_current == 7)
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                    obj_dunes_26_bailador.npc_direction = "left"
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            }
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        }
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        break
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    case 14:
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        cutscene_sfx_play(snd_undertale_thud, 1)
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        break
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    case 15:
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        obj_shadow_master.reverse = false
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        cutscene_instance_create(obj_pl.x, __view_get((1 << 0), 0), obj_dunes_26_spotlight)
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        break
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    case 16:
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        cutscene_wait(1)
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        break
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    case 17:
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        cutscene_sfx_play(snd_undertale_appear, 1)
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        break
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    case 18:
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        cutscene_instance_create(obj_dunes_26_bailador.x, (obj_dunes_26_bailador.y + 12), obj_dunes_26_dancepad)
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        break
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    case 19:
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        cutscene_instance_create(obj_pl.x, (obj_dunes_26_bailador.y + 12), obj_dunes_26_dancepad)
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        break
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    case 20:
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        cutscene_wait(3)
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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] = 1718
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            message[0] = "* To truly find oneself,#  they must ignite a#  passion within!"
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            message[1] = "* Let us duel!"
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        }
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        break
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    case 22:
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        cutscene_audio_fade(cutscene_music, 0, 500, 0.25, false, true)
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        break
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    case 23:
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        cutscene_battle_initiate("el bailador", true, false)
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        cutscene_advance(23.5)
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        break
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    case 24:
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        cutscene_wait(1)
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        global.cutscene = true
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        break
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    case 25:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1718
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            if (global.dunes_flag[52] == 0)
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            {
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                message[0] = "* Huff... huff..."
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                message[1] = "* You have proven your passion,#  little one!"
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                message[2] = "* I apologize if the dance was#  strenuous on your health!"
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                message[3] = "* Sometimes having fun means a#  few doctor's visits!"
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                message[4] = "* However, it seems that you do#  not love dance as much as I."
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                message[5] = "* Perhaps you find happiness#  through other means?"
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                message[6] = "* I have never considered that#  for quiet monsters such as#  you."
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                message[7] = "* Ah, well, I at least hope#  your day has been brightened!"
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                message[8] = "* I wish you a fulfilling#  journey!"
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                message[9] = "* Farewell!"
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            }
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            else
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            {
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                message[0] = "* ..."
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                message[1] = "* Ahem."
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                message[2] = "* This is rather awkward..."
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                message[3] = "* ..."
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                message[4] = "* I am inclined to make my exit."
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                message[5] = "* Farewell."
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            }
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        }
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        break
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    case 26:
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        cutscene_npc_action_sprite(1718, 1039, 0.25, true, 0, 383, 2)
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        break
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    case 27:
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        instance_destroy(obj_dunes_26_bailador)
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    case 28:
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        cutscene_wait(1)
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        break
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    case 29:
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        instance_destroy(obj_dunes_26_spotlight)
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        cutscene_sfx_play(snd_undertale_thud, 1)
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        break
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    case 30:
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        global.dunes_flag[26] = 2
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        instance_destroy()
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        cutscene_end()
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        break
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}