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gml_Object_obj_dunes_43_cutscene_neutral_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 < 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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            cutscene_advance()
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        }
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        break
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    case 1:
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        cutscene_wait(0.5)
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        break
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    case 2:
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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 3:
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        cutscene_animation_end(actor_flowey, true)
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        break
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    case 4:
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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 5:
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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] = "* Golly, ain't this#  dandy?	"
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            message[1] = "* Everyone you met just#  abandoned you for their#  own interests."
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            message[2] = "* Those aren't real#  friends, no way."
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            message[3] = "* I'm here for you#  though! Always will be!"
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            message[4] = "* Now... let's get outta#  here."
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            prt[0] = 348
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            prt[1] = 356
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            prt[2] = 349
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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 6:
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        cutscene_wait(0.5)
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        break
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    case 7:
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        cutscene_npc_direction(actor_flowey, "up")
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        break
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    case 8:
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        cutscene_camera_move(obj_pl.x, 120, 2)
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        break
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    case 9:
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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] = "* Hold on."
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            prt[0] = 352
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            prt[1] = 357
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            prt[2] = 357
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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 10:
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        cutscene_npc_direction(actor_flowey, "up")
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        break
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    case 11:
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        if (!instance_exists(obj_dunes_43_number_pad_destroyed))
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        {
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            audio_play_sound(snd_flowey_panel_hack, 1, 0)
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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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        }
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        else
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        {
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            var number_pad = 859
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            if (number_pad.image_index >= (number_pad.image_number - 1))
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                cutscene_wait(0.25)
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        }
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        break
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    case 12:
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        cutscene_sfx_play(snd_elevator_start, 2)
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        cutscene_advance(13)
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        break
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    case 13:
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        cutscene_screenshake(1, 2)
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        break
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    case 14:
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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 15:
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        cutscene_wait(1)
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        break
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    case 16:
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        cutscene_npc_direction(actor_flowey, "down")
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        break
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    case 17:
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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] = "* That's one way of#  opening it!"
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            message[1] = "* We can finally leave#  this wasteland behind!"
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            message[2] = "* See ya later, Clover!"
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            prt[0] = 348
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            prt[1] = 348
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            prt[2] = 348
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        }
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        break
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    case 18:
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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 19:
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        cutscene_animation_end(actor_flowey, true)
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        break
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    case 20:
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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 21:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 2)
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        break
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    case 22:
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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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}