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gml_Object_obj_factory_03_shaft_Step_0

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1
switch scene
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{
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    case 0:
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        cutscene_follower_into_actor()
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        if (global.sworks_flag[37] < 2)
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            instance_create(0, 0, obj_factory_03_shaft_intro)
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        else
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            instance_create(x, y, obj_overworld_fade_in_screen)
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        instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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        with (obj_player_npc)
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        {
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            x = 185
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            y = 147
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            action_sprite = true
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            sprite_index = spr_factory_03_clover_lying_down
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        }
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        with (actor_follower)
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        {
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            x = 144
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            y = 144
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            action_sprite = true
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            sprite_index = spr_factory_03_ceroba_lying_down
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        }
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        break
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    case 1:
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        if (!instance_exists(obj_factory_03_shaft_intro))
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            scene++
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        break
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    case 2:
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        if (global.sworks_flag[37] == 1)
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            cutscene_wait(2)
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        else
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            cutscene_wait(0.5)
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        break
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    case 3:
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        cutscene_dialogue()
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        if (global.sworks_flag[37] == 1)
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        {
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            with (msg)
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            {
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                position = 1
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                ch_msg = 2
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                talker[0] = 1161
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                message[0] = "* Ow..."
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                message[1] = "* I am so tired of this#  \"falling\" thing. "
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                message[2] = "* How about you?"
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                prt[0] = 384
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                prt[1] = 377
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                prt[2] = 370
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                ch[1] = "So\ntired..."
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                ch[2] = "Again!"
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                if (outcome == 1)
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                {
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                    message[3] = "* Like, can't gravity#  screw off every now and#  then? Seriously."
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                    prt[3] = 377
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                }
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                if (outcome == 2)
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                {
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                    message[3] = "* Again??? You didn't#  hit your head just#  now, did you?"
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                    prt[3] = 381
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                }
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                message[4] = "* Sigh..."
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                prt[4] = 370
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            }
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        }
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        else
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        {
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            with (msg)
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            {
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                position = 1
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                talker[0] = 1161
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                message[0] = "* Ugh..."
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                prt[0] = 370
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            }
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        }
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        break
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    case 4:
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        cutscene_npc_reset_sprite(1161, "down")
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        audio_play_sound(snd_playerjump, 1, 0)
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        with (obj_ceroba_npc)
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            path_start(pt_pljump, 2, path_action_stop, false)
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        break
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    case 5:
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        with (obj_ceroba_npc)
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        {
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            if (path_position >= 1)
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                other.scene++
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        }
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        break
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    case 6:
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        obj_ceroba_npc.npc_direction = "right"
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        cutscene_dialogue()
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        if (global.sworks_flag[37] == 1)
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        {
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            with (msg)
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            {
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                position = 1
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                talker[0] = 1161
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                message[0] = "* Come on, get up. We can#  do this."
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                prt[0] = 370
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            }
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        }
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        else
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        {
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            with (msg)
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            {
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                position = 1
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                talker[0] = 1161
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                message[0] = "* Gotta try again."
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                prt[0] = 370
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            }
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        }
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        break
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    case 7:
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        cutscene_npc_reset_sprite(1168, "down")
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        audio_play_sound(snd_playerjump, 1, 0)
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        with (obj_player_npc)
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            path_start(pt_pljump, 2, path_action_stop, false)
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        break
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    case 8:
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        with (obj_player_npc)
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        {
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            if (path_position >= 1)
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                other.scene++
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        }
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        break
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    case 9:
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        cutscene_wait(0.5)
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        break
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    case 10:
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        obj_pl.direction = 0
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        cutscene_actor_into_follower()
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        obj_pl.direction = 270
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        global.sworks_flag[37] = 2
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        global.sworks_flag[23] = 1
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        cutscene_end()
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        break
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}