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gml_Object_obj_dunes_43_cutscene_geno_Step_0

(view raw script w/o annotations or w/e)
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switch scene
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{
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    case 0:
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        if (obj_pl.y < 220)
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        {
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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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            if (abs(obj_pl.x - 220) > 15)
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                cutscene_advance()
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            else
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                cutscene_advance(2)
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            instance_create_depth(obj_pl.x, obj_pl.y, -100, obj_player_npc)
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        }
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        break
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    case 1:
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        cutscene_npc_walk(1168, 220, obj_player_npc.y, 3, "x", "up")
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        break
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    case 2:
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        cutscene_wait(0.5)
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        break
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    case 3:
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        actor_flowey.action_sprite = true
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        actor_flowey.sprite_index = spr_floweyrise
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        actor_flowey.image_alpha = 1
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        actor_flowey.image_speed = 0.25
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        cutscene_advance()
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        break
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    case 4:
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        cutscene_animation_end(actor_flowey, true)
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        break
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    case 5:
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        actor_flowey.action_sprite = false
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        cutscene_advance()
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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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            message[1] = "* Regular monsters are#  one thing but..."
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            message[2] = "* That fox lady you just#  killed was a piece of#  work, huh?"
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            message[3] = "* If you bested her,#  ASGORE doesn't stand a#  chance!"
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            message[4] = "* Now..."
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            prt[0] = 348
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            prt[1] = 348
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            prt[2] = 347
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            prt[3] = 348
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            prt[4] = 347
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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(actor_flowey, "up")
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        break
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    case 9:
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        cutscene_camera_move(obj_pl.x, 120, 2)
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        break
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    case 10:
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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] = "* ..."
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            message[1] = "* I'm not too sure how to#  open this door."
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            message[2] = "* Hmm..."
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            prt[0] = 352
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            prt[1] = 357
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            prt[2] = 353
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            if (message_current == 1)
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                other.actor_flowey.npc_direction = "down"
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        }
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        break
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    case 11:
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        cutscene_npc_direction(actor_flowey, "up")
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        break
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    case 12:
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        shoot_noloop = false
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        cutscene_wait(0.5)
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        break
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    case 13:
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        cutscene_npc_action_sprite(1168, 3313, 1, false)
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        if (obj_player_npc.image_index >= 8 && (!shoot_noloop))
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        {
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            shoot_noloop = true
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            audio_play_sound(snd_duel_shot, 1, 0)
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            if (!instance_exists(obj_dunes_43_number_pad_destroyed))
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            {
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                instance_create_depth(137, 106, (obj_dunes_43_gate.depth - 1), obj_dunes_43_number_pad_destroyed)
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                obj_dunes_43_number_pad_destroyed.sprite_index = spr_dunes_43_number_pad_destroyed_geno
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            }
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        }
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        break
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    case 14:
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        cutscene_wait(1.5)
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        break
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    case 15:
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        cutscene_sfx_play(snd_elevator_start, 2)
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        cutscene_advance()
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        break
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    case 16:
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        cutscene_screenshake(1, 2)
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        break
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    case 17:
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        cutscene_action_sprite(1958, 1105, (1/3), true, 0, 631, 0)
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        break
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    case 18:
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        cutscene_wait(1)
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        break
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    case 19:
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        cutscene_npc_direction(actor_flowey, "down")
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        break
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    case 20:
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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] = "* ..."
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            message[1] = "* Uh, sure... That works."
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            message[2] = "* See you up ahead,#  Clover!"
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            prt[0] = 352
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            prt[1] = 3640
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            prt[2] = 347
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        }
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        break
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    case 21:
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        actor_flowey.action_sprite = true
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        actor_flowey.sprite_index = spr_floweyleave
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        actor_flowey.image_speed = 0.25
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        cutscene_advance()
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        break
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    case 22:
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        cutscene_animation_end(actor_flowey, true)
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        break
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    case 23:
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        instance_destroy(actor_flowey)
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        cutscene_wait(0.25)
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        break
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    case 24:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 2)
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        break
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    case 25:
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        cutscene_end()
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        with (instance_create(192, 130, obj_doorway))
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        {
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            image_xscale = 3.5
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            image_yscale = 1.25
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            nextroom = 141
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            xx = 160
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            yy = 520
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        }
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        camera_set_view_target(view_camera[0], 1031)
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        global.dunes_flag[35] = 1
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        break
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}