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gml_Object_obj_dunes_2_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.x >= 720)
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        {
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            instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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            instance_destroy(obj_doorway)
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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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            scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(obj_radio.current_song, 1000)
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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, 840, obj_player_npc.y, 3, "x", "right")
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        scene++
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        break
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    case 2:
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        cutscene_sfx_play(mus_cymbal, 1)
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        break
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    case 3:
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        cutscene_screen_fade_out(16777215, 0.0064)
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        break
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    case 4:
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        obj_screen_fade_effect.persistent = true
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        persistent = true
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        room = rm_dunes_03
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        obj_pl.x = 180
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        obj_pl.y = 180
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        obj_pl.image_alpha = 1
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        scene++
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        break
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    case 5:
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        cutscene_wait(1.5)
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        break
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    case 6:
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        cutscene_screen_fade_in(0.0256)
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        break
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    case 7:
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        cutscene_wait(1)
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        break
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    case 8:
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        cutscene_end()
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        global.dunes_flag[44] = 1
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        break
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}