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gml_Object_obj_dunes_42b_cutscene_neutral_Step_0

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var actor_crestina = 769
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var actor_dad = 371
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var actor_orion = 553
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var actor_ceroba = obj_ceroba_npc
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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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        audio_sound_gain(obj_radio.current_song, 0, 750)
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        cutscene_wait(1)
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        break
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    case 1:
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        cutscene_dialogue()
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        with (msg)
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        {
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            position = 0
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            talker[0] = actor_dad
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            talker[1] = actor_crestina
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            talker[2] = 1161
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            talker[4] = actor_orion
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            talker[5] = actor_crestina
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            talker[6] = actor_orion
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            talker[7] = actor_dad
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            talker[8] = actor_crestina
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            talker[9] = 1161
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            talker[11] = actor_dad
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            sndfnt_array[0] = 391
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            sndfnt_array[1] = 391
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            sndfnt_array[2] = 108
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            sndfnt_array[3] = 108
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            sndfnt_array[4] = 391
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            sndfnt_array[5] = 391
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            sndfnt_array[6] = 391
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            sndfnt_array[7] = 391
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            sndfnt_array[8] = 391
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            sndfnt_array[9] = 108
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            sndfnt_array[10] = 108
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            sndfnt_array[11] = 391
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            message[0] = "* So you can't find Starlo#  anywhere?"
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            message[1] = "* That isn't like him at all!"
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            message[2] = "* I was hoping he was#  here, hiding in his room#  or something.	"
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            message[3] = "* Now... I have no idea."
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            message[4] = "* Maybe he ran away? His empire#  did just crumble beneath him."
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            message[5] = "* Where though? The path he took#  only leads to the Steamworks#  gate."
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            message[6] = "* Do you think he... jumped the#  fence?"
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            message[7] = "* There's no way! He can't do#  that! There's nothin' out#  there!"
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            message[8] = "* Was he ever one to stick to#  the rules though? He#  might've..."
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            message[9] = "* It's okay, stay calm. We#  haven't exhausted our#  options yet.	"
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            message[10] = "* I'm sure he'll return#  soon. He's too much of#  a softy at heart."
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            message[11] = "* I hope you're right..."
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            prt[2] = 394
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            prt[3] = 394
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            prt[9] = 370
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            prt[10] = 394
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        }
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        break
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    case 2:
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        cutscene_wait(0.25)
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        break
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    case 3:
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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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        break
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    case 4:
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        cutscene_npc_walk(actor_ceroba, 100, actor_ceroba.y, 2, "x", "down")
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        break
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    case 5:
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        cutscene_wait(0.25)
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        break
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    case 6:
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        cutscene_npc_walk(1168, 162, 162, 3, "y", "left")
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        break
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    case 7:
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        cutscene_npc_walk(actor_ceroba, 100, 200, 2, "y", "down")
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        break
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    case 8:
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        if (actor_ceroba.image_alpha > 0)
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            actor_ceroba.image_alpha -= 0.1
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        else
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        {
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            instance_destroy(actor_ceroba)
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            cutscene_advance()
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        }
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        break
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    case 9:
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        instance_destroy(actor_ceroba)
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        instance_destroy(obj_player_npc)
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        cutscene_advance()
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        break
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    case 10:
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        global.dunes_flag[36] = 1
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        audio_sound_gain(obj_radio.current_song, 1, 500)
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        cutscene_end()
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        break
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}