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gml_Object_obj_dunes_43_cutscene_pacifist_Step_0

(view raw script w/o annotations or w/e)
1
var actor_ceroba = obj_ceroba_npc
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var actor_starlo = obj_starlo_npc
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var actor_clover = obj_player_npc
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switch scene
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{
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    case 0:
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        if (obj_pl.y < 280)
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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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        cutscene_npc_direction(actor_starlo, "down")
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        break
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    case 3:
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        cutscene_dialogue()
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        with (msg)
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        {
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            color = true
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            col_modif[0] = 16711935
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            talker[0] = actor_starlo
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            message[0] = "* There you are!"
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            message[1] = "* I was about to come#  looking for you."
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            message[2] = "* So... The Steamworks."
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            message_col[2][0] = "        The Steamworks "
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            prt[0] = 417
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            prt[1] = 417
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            prt[2] = 421
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        }
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        break
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    case 4:
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        cutscene_npc_direction(actor_starlo, "up")
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        break
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    case 5:
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        cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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        break
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    case 6:
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        cutscene_npc_walk(actor_clover, 220, 205, 3, "y", "up")
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        break
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    case 7:
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        cutscene_camera_move(220, 160, 1, false)
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        break
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    case 8:
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        cutscene_wait(1)
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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] = actor_starlo
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            message[0] = "* May I ask why we are#  here?"
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            prt[0] = 421
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        }
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        break
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    case 10:
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        cutscene_npc_direction(actor_ceroba, "down")
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        break
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    case 11:
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        cutscene_wait(0.5)
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        break
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    case 12:
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        cutscene_npc_action_sprite(actor_ceroba, 73, (1/3), true, 0)
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        break
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    case 13:
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        cutscene_music_start(191, 600)
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        break
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    case 14:
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        cutscene_dialogue()
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        with (msg)
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        {
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            color = true
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            col_modif[0] = make_color_rgb(203, 67, 112)
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            talker[0] = actor_ceroba
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            talker[1] = actor_starlo
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            talker[2] = actor_ceroba
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            message[0] = "* Because of this."
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            message[1] = "* The mask Kanako made#  for you..."
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            message_col[1][0] = "           Kanako                  "
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            message[2] = "* Yes."
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            prt[0] = 370
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            prt[1] = 420
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            prt[2] = 377
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        }
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        break
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    case 15:
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        cutscene_npc_action_sprite_reverse(actor_ceroba, 73, (1/3), false, 0)
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        break
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    case 16:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = actor_ceroba
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            message[0] = "* You see, Clover, Kanako#  is me and Chujin's only#  child."
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            message[1] = "* You haven't seen her#  around because she..."
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            prt[0] = 370
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            prt[1] = 394
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        }
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        break
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    case 17:
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        cutscene_wait(0.35)
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        break
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    case 18:
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        cutscene_npc_walk_relative(actor_starlo, 0, -30, 1, "y", "right")
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        break
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    case 19:
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        cutscene_wait(0.5)
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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] = actor_starlo
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            talker[2] = actor_ceroba
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            talker[4] = actor_starlo
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            talker[5] = actor_ceroba
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            message[0] = "* Hey, everything will#  be okay."
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            message[1] = "* I know how tough you#  are. You can move past#  this, I'm positive."
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            message[2] = "* There's no need,#  because she's alive."
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            message[3] = "* I feel her presence as#  we speak."
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            message[4] = "* The Lab..."
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            message[5] = "* Precisely."
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            message[6] = "* Clover, you may not#  know this, but there is#  a Lab in Hotland."
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            message[7] = "* An inquiry for the#  \"fallen down\" was sent#  out some time ago."
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            message[8] = "* I didn't know what#  else to do..."
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            message[9] = "* In my time of despair,#  I sent Kanako with them."
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            message[10] = "* It's been far too#  long and I haven't#  heard anything."
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            message[11] = "* I must travel to the#  Lab to find out where#  my daughter is."
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            prt[0] = 406
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            prt[1] = 406
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            prt[2] = 370
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            prt[3] = 371
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            prt[4] = 418
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            prt[5] = 377
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            prt[6] = 370
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            prt[7] = 377
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            prt[8] = 394
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            prt[9] = 370
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            prt[10] = 394
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            prt[11] = 370
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            if (message_current == 2)
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                actor_ceroba.npc_direction = "left"
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            if (message_current == 6)
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                actor_ceroba.npc_direction = "down"
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        }
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        break
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    case 21:
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        cutscene_wait(0.5)
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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_dialogue()
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        with (msg)
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        {
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            talker[0] = actor_starlo
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            message[0] = "* I'm proud of you,#  Ceroba. Stepping out and#  taking charge."
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            message[1] = "* You've been in a rut#  lately. It was tough#  to watch."
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            prt[0] = 417
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            prt[1] = 420
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        }
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        break
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    case 24:
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        cutscene_wait(0.2)
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        break
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    case 25:
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        cutscene_npc_direction(actor_ceroba, "up")
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        break
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    case 26:
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        cutscene_wait(0.35)
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        break
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    case 27:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = actor_ceroba
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            message[0] = "* ..."
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            prt[0] = 394
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        }
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        break
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    case 28:
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        cutscene_wait(0.45)
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        break
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    case 29:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = actor_starlo
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            message[0] = "* S-so, why travel#  through the Steamworks#  particularly?"
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            prt[0] = 428
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        }
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        break
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    case 30:
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        cutscene_npc_direction(actor_ceroba, "down")
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        break
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    case 31:
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        cutscene_music_start(190)
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        break
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    case 32:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = actor_ceroba
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            talker[3] = actor_starlo
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            talker[5] = actor_ceroba
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            talker[8] = actor_starlo
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            talker[9] = actor_ceroba
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            talker[11] = actor_starlo
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            talker[12] = actor_ceroba
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            message[0] = "* It's the quickest route#  to Hotland from here."
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            message[1] = "* Nothing but abandoned#  rooms as far as I know."
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            message[2] = "* I have Chujin's old#  passcodes for any#  locked doors as well."
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            message[3] = "* Solid plan."
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            message[4] = "* If you need me, I would#  be happy to accompany#  you!"
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            message[5] = "* I don't know how ugly#  things at the Lab may#  get."
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            message[6] = "* You need to stay here#  and take care of the#  town."
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            message[7] = "* ...I believe you owe#  your posse an#  apology."
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            message[8] = "* You're right..."
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            message[9] = "* I'll take Clover with#  me."
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            message[10] = "* They've proven to be#  skilled on several#  fronts."
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            message[11] = "* An excellent choice. I#  trust Clover to deliver#  justice out there!"
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            message[12] = "* Alright, we've#  discussed enough. Let's#  get moving."
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            prt[0] = 370
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            prt[1] = 377
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            prt[2] = 370
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            prt[3] = 417
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            prt[4] = 422
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            prt[5] = 377
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            prt[6] = 370
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            prt[7] = 371
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            prt[8] = 406
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            prt[9] = 377
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            prt[10] = 372
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            prt[11] = 422
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            prt[12] = 377
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        }
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        break
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    case 33:
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        cutscene_npc_walk_relative(actor_starlo, 0, 30, 2, "y", "up")
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        break
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    case 34:
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        cutscene_npc_walk(actor_ceroba, 146, 148, 2, "x", "up")
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        break
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    case 35:
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        cutscene_wait(0.5)
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        break
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    case 36:
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        cutscene_sfx_play(snd_dunes_43_code, 1)
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        break
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    case 37:
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        cutscene_wait(1.5)
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        break
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    case 38:
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        cutscene_sfx_play(snd_elevator_start, 2)
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        cutscene_npc_direction(actor_ceroba, "right")
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        cutscene_advance(39)
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        break
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    case 39:
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        cutscene_screenshake(1, 2)
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        break
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    case 40:
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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 41:
269
        cutscene_wait(1)
270
        break
271
    case 42:
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        cutscene_npc_direction(actor_ceroba, "down")
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        break
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    case 43:
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        cutscene_dialogue()
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        with (msg)
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        {
278
            talker[0] = actor_ceroba
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            message[0] = "* I'll see you later,#  Starlo."
280
            message[1] = "* Whatever happens,#  remember that this is#  for Chujin's legacy."
281
            prt[0] = 377
282
            prt[1] = 370
283
        }
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        break
285
    case 44:
286
        cutscene_audio_fade(cutscene_music, 0, 1000, 0.2, false, true)
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        break
288
    case 45:
289
        cutscene_npc_walk(actor_ceroba, 220, 140, 2, "x", "up")
290
        break
291
    case 46:
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        cutscene_fade_out(actor_ceroba, 1)
293
        break
294
    case 47:
295
        cutscene_wait(1.5)
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        break
297
    case 48:
298
        cutscene_npc_walk(actor_clover, actor_clover.x, 185, 1, "y", "up")
299
        break
300
    case 49:
301
        cutscene_npc_set_sprites(actor_starlo, 207, 205, 196, 201, 206, 204, 194, 200)
302
    case 50:
303
        cutscene_dialogue()
304
        with (msg)
305
        {
306
            talker[0] = actor_starlo
307
            message[0] = "* Oh! Clover! Before you#  go, I forgot to give you#  this."
308
            prt[0] = 404
309
        }
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        break
311
    case 51:
312
        cutscene_npc_walk(actor_starlo, actor_clover.x, (actor_clover.y - 30), 3, "y", "down")
313
        break
314
    case 52:
315
        cutscene_sfx_play(snd_success, 1)
316
        break
317
    case 53:
318
        cutscene_dialogue()
319
        with (msg)
320
        {
321
            talker[0] = -4
322
            talker[1] = 1169
323
            sndfnt_array[0] = 391
324
            sndfnt_array[1] = 107
325
            message[0] = "* (You got the Deputy#  Badge!)"
326
            message[1] = "* Despite a few hiccups,#  our little adventure was#  a blast."
327
            message[2] = "* I'll be seein' ya#  around, partner!"
328
            prt[1] = 417
329
            prt[2] = 422
330
        }
331
        break
332
    case 54:
333
        cutscene_npc_action_sprite(actor_starlo, 202, (1/3), true, 0, 232, 5)
334
        break
335
    case 55:
336
        cutscene_wait(1)
337
        break
338
    case 56:
339
        cutscene_npc_action_sprite(actor_clover, 1106, (1/3), true, 0, 275, 6)
340
        break
341
    case 57:
342
        cutscene_wait(1)
343
        break
344
    case 58:
345
        cutscene_dialogue()
346
        with (msg)
347
        {
348
            talker[0] = 1169
349
            message[0] = "* I'm so proud!"
350
            prt[0] = 413
351
        }
352
        break
353
    case 59:
354
        cutscene_wait(1)
355
        break
356
    case 60:
357
        cutscene_npc_reset_sprite(actor_starlo, "down")
358
        break
359
    case 61:
360
        cutscene_npc_reset_sprite(actor_clover, "up")
361
        break
362
    case 62:
363
        cutscene_npc_walk_relative(actor_starlo, -30, 30, 2, "x", "up")
364
        break
365
    case 63:
366
        cutscene_npc_walk(actor_clover, 220, 140, 2, "x", "up")
367
        break
368
    case 64:
369
        cutscene_fade_out(actor_clover, 1)
370
        break
371
    case 65:
372
        cutscene_change_room(141, 160, 520, 0.015, 45)
373
        break
374
    case 66:
375
        obj_pl.image_alpha = 1
376
        obj_pl.direction = 90
377
        cutscene_instance_create(160, 440, obj_ceroba_npc)
378
        actor_ceroba.npc_direction = "up"
379
        break
380
    case 67:
381
        cutscene_wait(1)
382
        break
383
    case 68:
384
        cutscene_sfx_play(snd_elevator_start, 1)
385
        break
386
    case 69:
387
        cutscene_screenshake(0.5, 2)
388
        break
389
    case 70:
390
        cutscene_wait(1)
391
        break
392
    case 71:
393
        cutscene_npc_direction(actor_ceroba, "down")
394
        break
395
    case 72:
396
        cutscene_dialogue()
397
        with (msg)
398
        {
399
            talker[0] = actor_ceroba
400
            message[0] = "* Remember, I'm in#  charge."
401
            message[1] = "* Stay close by and we'll#  reach our destination#  soon."
402
            prt[0] = 370
403
            prt[1] = 370
404
        }
405
        break
406
    case 73:
407
        cutscene_npc_walk_relative(actor_ceroba, 0, -40, 2, "y", "up")
408
        break
409
    case 74:
410
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
411
        cutscene_advance()
412
        global.dunes_flag[35] = 1
413
        break
414
    case 75:
415
        cutscene_npc_walk_wait(actor_ceroba, actor_ceroba.x, -40, 4, "y", "left")
416
        break
417
    case 76:
418
        cutscene_end()
419
        break
420
}