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gml_Object_obj_factory_03_controller_Step_0

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1
if live_call()
2
    return global.live_result;
3
switch scene
4
{
5
    case 0:
6
        if (obj_pl.x > 340)
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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_instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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        break
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    case 2:
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        cutscene_npc_direction(obj_player_npc, "right")
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        break
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    case 3:
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        cutscene_follower_into_actor()
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        break
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    case 4:
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        cutscene_npc_walk(actor_follower, 370, 150, 3, "y", "up")
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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_dialogue()
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        with (msg)
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        {
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            talker[0] = 1161
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            message[0] = "* \"Metalworks Emergency Escape#  Plan (or MEEP):"
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            message[1] = "* In case someone sets the room#  on fire, do not use the#  elevator."
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            message[2] = "* Evacuate down to floor 01 or#  use a passcode to access floor#  03.\""
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            position = 0
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        }
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        break
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    case 7:
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        cutscene_wait(0.75)
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        break
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    case 8:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1161
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            message[0] = "* Uh huh..."
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            message[1] = "* They REALLY locked this#  place up tight."
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            message[2] = "* Well, if the code was#  found nearby on the#  first floor..."
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            message[3] = "* Let's take a look#  around."
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            prt[0] = 377
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            prt[1] = 394
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            prt[2] = 370
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            prt[3] = 371
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            position = 0
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            if (message_current == 3)
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                obj_ceroba_npc.npc_direction = "left"
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        }
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        break
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    case 9:
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        cutscene_npc_walk(actor_follower, (obj_pl.x - 20), obj_pl.y, 3, "y", "right")
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        break
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    case 10:
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        instance_destroy(obj_player_npc)
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        cutscene_actor_into_follower()
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        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
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        global.sworks_flag[37] = 0.5
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        break
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    case 11:
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        if (obj_pl.y >= 430)
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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 12:
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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 13:
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        cutscene_follower_into_actor()
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        break
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    case 14:
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        cutscene_npc_walk(1168, 370, 480, 2, "y", "down")
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        cutscene_npc_walk(1161, 390, 480, 2, "x", "down")
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        scene++
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        break
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    case 15:
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        if (obj_player_npc.npc_arrived && obj_ceroba_npc.npc_arrived)
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            scene++
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        break
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    case 16:
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        cutscene_instance_create(370, 640, obj_axis_npc)
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        break
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    case 17:
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        cutscene_music_start(219, 500)
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        break
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    case 18:
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        cutscene_npc_walk(1166, 370, 580, 3, "x", "up")
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        break
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    case 19:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1166
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            talker[1] = 1161
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            talker[3] = 1166
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            talker[4] = 1161
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            talker[5] = 1166
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            talker[7] = 1161
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            talker[8] = 1166
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            message[0] = "* THERE YOU ARE."
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            message[1] = "* No way..."
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            message[2] = "* You seriously want to do#  this again?"
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            message[3] = "* YES."
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            message[4] = "* Remember the explosion#  that incapacited you?"
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            message[5] = "* YES."
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            message[6] = "* I RETRIEVED BRAND NEW#  HANDS. I AM UNSTOPPABLE#  NOW."
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            message[7] = "* Look, at some point you#  need to gi   "
118
            message[8] = "* SHUSH."
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            message[9] = "* DO NOT RESIST ARREST ANY#  LONGER."
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            message[10] = "* STAND STILL AND LET MY#  HANDSOME HANDS SHINE."
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            prt[0] = 473
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            prt[1] = 377
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            prt[2] = 371
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            prt[3] = 473
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            prt[4] = 371
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            prt[5] = 473
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            prt[6] = 473
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            prt[7] = 377
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            prt[8] = 473
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            prt[9] = 473
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            prt[10] = 473
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            position_array[0] = 1
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            position_array[1] = 0
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            position_array[2] = 0
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            position_array[3] = 1
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            position_array[4] = 0
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            position_array[5] = 1
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            position_array[6] = 1
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            position_array[7] = 0
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            position_array[8] = 1
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            position_array[9] = 1
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            position_array[10] = 1
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            if (message_current == 7)
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            {
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                skippable = false
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                if (cutoff >= string_length(message[message_current]))
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                    force_skip = true
148
            }
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            else
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                skippable = true
151
        }
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        break
153
    case 20:
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        cutscene_npc_walk(1166, 370, 530, 5, "x", "up")
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        break
156
    case 21:
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        audio_stop_sound(cutscene_music)
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        cutscene_npc_action_sprite(1166, 2118, 1, true, 0, 272, 1)
159
        with (obj_factory_wire)
160
        {
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            if (sprite_index != spr_factory_03_axis_wire_disconnect)
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            {
163
                image_index = 0
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                image_speed = 1
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                sprite_index = spr_factory_03_axis_wire_disconnect
166
            }
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        }
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        break
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    case 22:
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        cutscene_wait(1)
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        break
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    case 23:
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        cutscene_dialogue()
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        with (msg)
175
        {
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            talker[0] = 1166
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            talker[1] = 1161
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            message[0] = "* [shoot]"
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            message[1] = "* (Pst, Clover!#  This way!)"
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            prt[0] = 473
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            prt[1] = 370
182
        }
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        break
184
    case 24:
185
        var scene_start = scene
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        cutscene_camera_freeze()
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        cutscene_npc_walk(1168, 540, 480, 5, "y", "left")
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        cutscene_npc_walk(1161, 540, 480, 5, "x", "left")
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        scene = scene_start + 1
190
        break
191
    case 25:
192
        if (obj_player_npc.npc_arrived && obj_ceroba_npc.npc_arrived)
193
        {
194
            obj_ceroba_npc.y = 458
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            obj_player_npc.y = 458
196
            scene++
197
        }
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        break
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    case 26:
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        cutscene_npc_reset_sprite(1166, "down")
201
        break
202
    case 27:
203
        cutscene_dialogue()
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        with (msg)
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        {
206
            color = true
207
            message_col[0][0] = ""
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            col_modif[0] = 16711935
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            talker[0] = 1166
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            message[0] = "* MY VISION..."
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            message[1] = "* INITIATING 16-VOLT SUPER#  FLASHLIGHT_"
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            message_col[1][0] = message[1]
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            prt[0] = 473
214
            position = 1
215
        }
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        break
217
    case 28:
218
    case 30:
219
    case 32:
220
        obj_factory_03_axis_flashlight.active = 1
221
        audio_play_sound(snd_electric_flash, 1, 0)
222
        cutscene_wait(0.1)
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        break
224
    case 29:
225
        obj_factory_03_axis_flashlight.active = 0
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        cutscene_wait(0.1)
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        break
228
    case 31:
229
        obj_factory_03_axis_flashlight.active = 0
230
        cutscene_wait(0.3)
231
        break
232
    case 33:
233
        if cutscene_dialogue()
234
            scene = 33.5
235
        with (msg)
236
        {
237
            color = true
238
            message_col[0][0] = ""
239
            col_modif[0] = 16711935
240
            talker[0] = 1166
241
            message[0] = "* 95% OF POWER UTILIZED_"
242
            message_col[0][0] = message[0]
243
            message[1] = "* TYPOGRAPHY BOX HINDERED_"
244
            message_col[1][0] = message[1]
245
            position = 1
246
        }
247
        break
248
    case 33.5:
249
        if cutscene_dialogue_axis_hindered()
250
            scene = 34
251
        with (msg)
252
        {
253
            sndfnt = 111
254
            message[0] = "* WHAT DO YOU MEA-"
255
            message[1] = "* OH."
256
            message[2] = "* THIS IS MOST UN-"
257
            message[3] = "* THIS IS BAD."
258
            message[4] = "* ..."
259
            message[5] = "* OH WELL."
260
            message[6] = "* UNLIKE THEM..."
261
            message[7] = "* I HAVE EYES."
262
            prt[0] = 473
263
            prt[1] = 473
264
            prt[2] = 473
265
            prt[3] = 473
266
            prt[4] = 473
267
            prt[5] = 473
268
            prt[6] = 473
269
            prt[7] = 473
270
            position = 1
271
        }
272
        break
273
    case 34:
274
        cutscene_npc_walk(1166, 370, 760, 3, "y", "down")
275
        break
276
    case 35:
277
        cutscene_wait(0.5)
278
        break
279
    case 36:
280
        scene_start = scene
281
        cutscene_npc_walk(1168, 470, 458, 4, "y", "right")
282
        cutscene_npc_walk(1161, 500, 458, 3, "x", "left")
283
        scene = scene_start + 1
284
        break
285
    case 37:
286
        if (obj_player_npc.npc_arrived && obj_ceroba_npc.npc_arrived)
287
            scene++
288
        break
289
    case 38:
290
        cutscene_camera_move(510, 480, 3)
291
        break
292
    case 39:
293
        cutscene_wait(1)
294
        break
295
    case 40:
296
        cutscene_dialogue()
297
        with (msg)
298
        {
299
            talker[0] = 1161
300
            message[0] = "* (Okay..)"
301
            message[1] = "* (We need to stay out of#  his view and keep#  quiet.)"
302
            message[2] = "* (There's gotta   "
303
            prt[0] = 394
304
            prt[1] = 377
305
            prt[2] = 370
306
            if (message_current == 2)
307
            {
308
                with (obj_steamworks_factory_02_face)
309
                {
310
                    sprite_index = spr_steamworks_38_face_hello
311
                    image_speed = 1
312
                }
313
                skippable = false
314
                if (cutoff >= string_length(message[message_current]))
315
                {
316
                    global.dialogue_open = false
317
                    instance_destroy()
318
                    with (other)
319
                    {
320
                        cutscene_music = -4
321
                        cutscene_music_start(65, 1)
322
                    }
323
                }
324
            }
325
        }
326
        break
327
    case 41:
328
        cutscene_dialogue_special("shake", 65280)
329
        if (obj_steamworks_factory_02_face.sprite_index != spr_steamworks_38_face_talking)
330
        {
331
            obj_steamworks_factory_02_face.sprite_index = spr_steamworks_38_face_talking
332
            obj_steamworks_factory_02_face.image_index = 0
333
        }
334
        with (msg)
335
        {
336
            message[0] = "* Heeello again!!!"
337
            message[1] = "* What ever are you two doing he  "
338
            if (message_current == 1)
339
                mode = "swirl"
340
            if (message_current == 1)
341
            {
342
                skippable = false
343
                if can_skip
344
                {
345
                    global.dialogue_open = false
346
                    instance_destroy()
347
                    other.scene++
348
                }
349
            }
350
            position = 0
351
        }
352
        break
353
    case 42:
354
        cutscene_npc_action_sprite(1161, 2611, 1, true, 0)
355
        break
356
    case 43:
357
        if cutscene_wait(2)
358
            cutscene_advance(43.5)
359
        break
360
    case 43.5:
361
        if cutscene_dialogue()
362
            cutscene_advance(44)
363
        with (msg)
364
        {
365
            talker[0] = 1161
366
            message[0] = "* ..."
367
            prt[0] = 3232
368
        }
369
        break
370
    case 44:
371
        cutscene_npc_action_sprite(1161, 2892, 1, true, 0)
372
        break
373
    case 45:
374
        cutscene_dialogue()
375
        with (msg)
376
        {
377
            talker[0] = 1161
378
            message[0] = "* (As I was saying...)"
379
            message[1] = "* (There's gotta be a code#  around here.)"
380
            message[2] = "* (Once you find it, head#  for the exit.)"
381
            prt[0] = 368
382
            prt[1] = 377
383
            prt[2] = 370
384
        }
385
        break
386
    case 46:
387
        cutscene_camera_move(obj_pl.x, obj_pl.y, 2)
388
        break
389
    case 47:
390
        cutscene_camera_reset(true)
391
        cutscene_advance(48)
392
        break
393
    case 48:
394
        instance_create_depth(0, 0, -100, obj_factory_03_minigame)
395
        cutscene_advance()
396
        instance_destroy(obj_player_npc)
397
        obj_pl.direction = 180
398
        cutscene_actor_into_follower()
399
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
400
        scr_radio_restart
scr_radio_restart

function scr_radio_restart() //gml_Script_scr_radio_restart { with (obj_radio) event_user(0) }
()
401
        global.sworks_flag[37] = 1
402
        break
403
}