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gml_Object_obj_flowey_battle_final_ending_cutscene_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
2
    return global.live_result;
3
switch scene
4
{
5
    case 0:
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        cutscene_wait(1)
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        break
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    case 1:
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        if cutscene_dialogue_final_flowey()
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        {
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            if (global.meta_flowey_fight_count != 0)
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            {
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                instance_create(x, y, obj_flowey_battle_screen_glitch_ending)
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                scene = 10
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            }
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        }
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        with (msg)
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        {
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            position = 0
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            sndfnt = 96
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            if (global.meta_flowey_fight_count == 0)
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            {
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                message[0] = "* Heh, I can't believe I thought#  this run might be it."
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                message[1] = "* It's no wonder we make a good#  team."
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                message[2] = "* You're a lot like me in a way."
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                message[3] = "* Too stubborn to lie down and#  accept your situation."
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                message[4] = "* Too... determined."
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                message[5] = "* You're so annoying."
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                message[6] = "* ..."
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                message[7] = "* I thought this would be fun,#  and I suppose it was..."
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                message[8] = "* ...For a moment."
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                message[9] = "* But I'm over it now."
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                message[10] = "* ..."
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                message[11] = "* I don't think either of us feel#  like fighting for all eternity#  so..."
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                message[12] = "* I'll cut you a deal."
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                message[13] = "* I'm going to reset. Back to#  when you first arrived."
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                message[14] = "* Of course, you probably won't#  remember this."
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                message[15] = "* We can be \"pals\" all over#  again. Reunited."
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                message[16] = "* If we end up in the same spot,#  I may try this again."
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                message[17] = "* But..."
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                message[18] = "* If you can remember anything#  from right now..."
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                message[19] = "* Try to make different decisions#  next time."
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                message[20] = "* There's a better timeline out#  there for both of us."
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                message[21] = "* Not that I care about you, this#  outcome just sucks."
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                message[22] = "* It was all in my mind!"
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                message[23] = "* No one could see it, it wasn't#  threatening lives..."
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                message[24] = "* Doesn't come close to what I'm#  TRULY aiming for."
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                message[25] = "* When I reach that goal, you'll#  be there to witness it."
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                message[26] = "* A spectacle like the world's#  never seen!"
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                message[27] = "* So... When we meet again in#  that dingy room..."
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                message[28] = "* You're gonna help me get what I#  want."
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                message[29] = "* Like it or not, I decide your#  fate now."
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                message[30] = "* Haha! If only I could see your#  reaction to all this!"
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                message[31] = "* Oh, who am I kidding?"
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                message[32] = "* Your face would only look like#  it always did!"
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                flowey[0] = flowey_worried
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                flowey[1] = flowey_wink
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                flowey[2] = flowey_nice
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                flowey[3] = flowey_smirk
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                flowey[4] = flowey_nice
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                flowey[5] = flowey_smirk
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                flowey[6] = flowey_plain
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                flowey[7] = flowey_plains
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                flowey[8] = flowey_plain
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                flowey[9] = flowey_plain
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                flowey[10] = flowey_plains
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                flowey[11] = flowey_plains
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                flowey[12] = flowey_plain
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                flowey[13] = flowey_nice
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                flowey[14] = flowey_niceside
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                flowey[15] = flowey_nice
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                flowey[16] = flowey_niceside
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                flowey[17] = flowey_nice
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                flowey[18] = flowey_nice
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                flowey[19] = flowey_nice
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                flowey[20] = flowey_nice
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                flowey[21] = flowey_niceside
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                flowey[22] = flowey_nice
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                flowey[23] = flowey_plain
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                flowey[24] = flowey_plains
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                flowey[25] = flowey_nice
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                flowey[26] = flowey_niceside
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                flowey[27] = flowey_nice
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                flowey[28] = flowey_smirk
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                flowey[29] = flowey_smirk
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                flowey[30] = flowey_nice
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                flowey[31] = flowey_wink
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                flowey[32] = flowey_nice
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            }
90
            else if (global.meta_flowey_fight_count == 1)
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            {
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                message[0] = "* Here we are again."
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                message[1] = "* Wasn't as terrifying or flashy#  as it was the first time, huh?"
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                message[2] = "* Cut me some slack! My#  imagination is only so vast!"
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                message[3] = "* Forget it. I might as well be#  talking to a wall."
96
                message[4] = "* You don't retain your memory#  after resets."
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                message[5] = "* That's why I have to explain#  the same things every time."
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                message[6] = "* Place the same savepoints,#  make the same comments..."
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                message[7] = "* \"Golly, this place sure is#  ____!\" "
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                message[8] = "* \"Keep up the good work,#  buddy!\""
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                message[9] = "* \"Remember your mission!\""
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                message[10] = "* Over and over and over and#  over..."
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                message[11] = "* But I notice things each run."
104
                message[12] = "* You solve puzzles faster."
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                message[13] = "* You defeat monsters faster."
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                message[14] = "* You navigate the Underground#  like you have a map."
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                message[15] = "* All that, yet I know your#  memory is wiped clean."
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                message[16] = "* I can't explain it..."
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                message[17] = "* ..."
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                message[18] = "* Maybe at some point it will#  all culminate."
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                message[19] = "* You will finally lead me to#  what I need."
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                message[20] = "* Until then, I'll reset."
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                message[21] = "* And reset and reset and reset#  and reset and reset and reset#  and reset and"
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                flowey[0] = flowey_plain
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                flowey[1] = flowey_plains
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                flowey[2] = spr_flowey_disappointed
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                flowey[3] = flowey_plains
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                flowey[4] = flowey_plain
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                flowey[5] = flowey_plain
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                flowey[6] = flowey_plains
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                flowey[7] = spr_flowey_grin_forward
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                flowey[8] = spr_flowey_grin
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                flowey[9] = spr_flowey_grin_forward
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                flowey[10] = flowey_plains
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                flowey[11] = flowey_nice
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                flowey[12] = flowey_plains
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                flowey[13] = flowey_plains
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                flowey[14] = flowey_plain
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                flowey[15] = flowey_plain
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                flowey[16] = flowey_plains
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                flowey[17] = flowey_plains
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                flowey[18] = flowey_plain
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                flowey[19] = flowey_plain
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                flowey[20] = flowey_plains
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                flowey[21] = spr_flowey_grin
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                if (message_current == 21)
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                    message_timer = 1
138
            }
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            else if (global.meta_flowey_fight_count == 2)
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            {
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                message[0] = "* Why do we keep ending up here?"
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                message[1] = "* Every time you make certain#  choices, it's the rooftop."
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                message[2] = "* Martlet always convinces you#  to go with her."
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                message[3] = "* Am I supposed to just... let#  that happen?"
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                message[4] = "* No... I've seen you surrender#  and adapt before."
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                message[5] = "* It doesn't lead anywhere."
147
                message[6] = "* So, what? Is this it? Is this#  the way it has to be?"
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                message[7] = "* When I first steered you into#  the Dark Ruins..."
149
                message[8] = "* I could've sworn I was onto#  something."
150
                message[9] = "* But it feels like your life -#  your fate - is locked in."
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                message[10] = "* As if there's a specific way#  it MUST play out."
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                message[11] = "* If that's true... what does#  that fate lead to? Ultimately?"
153
                message[12] = "* ...Maybe you're not the one I#  need?"
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                message[13] = "* Maybe you're only a stepping#  stone? A... precursor."
155
                message[14] = "* \"They come. They leave. They#  die.\""
156
                message[15] = "* That's what she always said."
157
                message[16] = "* ..."
158
                message[17] = "* There will be another.	"
159
                message[18] = "* And this \"helpful\" act... It's#  not working.	"
160
                message[19] = "* I need to embrace who I really#  am as soon as I'm rid of you.	"
161
                message[20] = "* For now, however, I have to#  keep it up.	"
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                message[21] = "* I know what it's like to be at#  rock bottom without hope.	"
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                message[22] = "* This... while incredibly#  frustrating...	"
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                message[23] = "* This act has gotten me the#  closest I've ever been to my#  goal.	"
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                message[24] = "* It's the first time I've felt#  like I've made true progress.	"
166
                message[25] = "* Sure I could try rigging a new#  puzzle...	"
167
                message[26] = "* Drag you into another#  alternate path...	"
168
                message[27] = "* But even I don't have the#  patience for that.	"
169
                message[28] = "* I know deep down that my plan#  WILL work out.	"
170
                message[29] = "* What I don't know is whether#  that plan involves you in the#  end.	"
171
                message[30] = "* ...Alive, that is.	"
172
                message[31] = "* But I've blabbered on enough.	"
173
                message[32] = "* It's time for me to fake a#  smile through another#  excruciating journey.	"
174
                message[33] = "* Don't mess it up again."
175
                flowey[0] = flowey_plain
176
                flowey[1] = flowey_plain
177
                flowey[2] = flowey_plains
178
                flowey[3] = flowey_plain
179
                flowey[4] = flowey_plains
180
                flowey[5] = flowey_plains
181
                flowey[6] = flowey_sad
182
                flowey[7] = flowey_plain
183
                flowey[8] = flowey_plains
184
                flowey[9] = flowey_plain
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                flowey[10] = flowey_plain
186
                flowey[11] = flowey_plains
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                flowey[12] = flowey_plain
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                flowey[13] = flowey_plains
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                flowey[14] = flowey_plains
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                flowey[15] = flowey_nice
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                flowey[16] = flowey_plain
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                flowey[17] = flowey_plain
193
                flowey[18] = flowey_plains
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                flowey[19] = flowey_niceside
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                flowey[20] = flowey_nice
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                flowey[21] = flowey_plain
197
                flowey[22] = flowey_plains
198
                flowey[23] = flowey_plain
199
                flowey[24] = flowey_plain
200
                flowey[25] = flowey_plains
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                flowey[26] = flowey_plains
202
                flowey[27] = flowey_plain
203
                flowey[28] = flowey_smirk
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                flowey[29] = flowey_plains
205
                flowey[30] = flowey_nice
206
                flowey[31] = flowey_niceside
207
                flowey[32] = flowey_nice
208
                flowey[33] = flowey_smirk
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            }
210
            else if (global.meta_flowey_fight_count >= 3 && (!other.fun_value_check))
211
            {
212
                message[0] = "* Heh."
213
                message[1] = "* Talk about a \"dead end.\""
214
                message[2] = "* ..."
215
                message[3] = "* That's not funny."
216
                message[4] = "* None of this is."
217
                message[5] = "* I shouldn't be here. Not#  again."
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                message[6] = "* I mean, come on..."
219
                message[7] = "* Don't I have anything better#  to do?"
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                flowey[0] = flowey_nice
221
                flowey[1] = flowey_niceside
222
                flowey[2] = flowey_plains
223
                flowey[3] = flowey_plain
224
                flowey[4] = flowey_plains
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                flowey[5] = flowey_plains
226
                flowey[6] = flowey_sad
227
                flowey[7] = flowey_plains
228
            }
229
            else if other.fun_value_check
230
            {
231
                message[0] = "* ..."
232
                message[1] = "* You know? It's strange."
233
                message[2] = "* Something's off here."
234
                message[3] = "* We're alone in my mind right#  now."
235
                message[4] = "* It's clear that we're alone,#  right?"
236
                message[5] = "* Then why I can't shake it..."
237
                message[6] = "* In moments like this where all#  is quiet... that's when I feel#  it."
238
                message[7] = "* Only since you showed up has#  it been this way."
239
                message[8] = "* ..."
240
                message[9] = "* I have to reset again."
241
                message[10] = "* I have to reset until I find#  the right path."
242
                message[11] = "* Until you make the right#  choices."
243
                message[12] = "* Until it..."
244
                flowey[0] = flowey_plain
245
                flowey[1] = flowey_plains
246
                flowey[2] = flowey_plains
247
                flowey[3] = flowey_plains
248
                flowey[4] = flowey_plain
249
                flowey[5] = flowey_plain
250
                flowey[6] = flowey_plain
251
                flowey[7] = flowey_plains
252
                flowey[8] = flowey_plain
253
                flowey[9] = flowey_plains
254
                flowey[10] = flowey_plains
255
                flowey[11] = flowey_plain
256
                flowey[12] = flowey_plains
257
                if (message_current == 12)
258
                    message_timer = 1
259
            }
260
            other.sprite_index = flowey[message_current]
261
        }
262
        break
263
    case 2:
264
        cutscene_sfx_play(snd_toy_squeak, 1)
265
        break
266
    case 3:
267
        sprite_index = spr_flowey_cloverface
268
        cutscene_wait(2)
269
        break
270
    case 4:
271
        cutscene_dialogue_final_flowey()
272
        with (msg)
273
        {
274
            position = 0
275
            sndfnt = 96
276
            message[0] = "* Hahahahaha!!!"
277
            message[1] = "* Alright, alright, I'll let you#  go."
278
            message[2] = "* I do need a little time to#  practice my intro monologue,#  though."
279
            message[3] = "* Feel free to pace yourself#  before the big fall!"
280
            message[4] = "* See ya later, Clover!"
281
            flowey[0] = flowey_nice
282
            flowey[1] = flowey_niceside
283
            flowey[2] = flowey_wink
284
            flowey[3] = flowey_nice
285
            flowey[4] = flowey_niceside
286
            other.sprite_index = flowey[message_current]
287
        }
288
        break
289
    case 5:
290
        if (sprite_index != spr_flowey_enter)
291
        {
292
            y -= 44
293
            sprite_index = spr_flowey_enter
294
            image_index = image_number - 1
295
            image_speed = -0.3
296
        }
297
        else if (image_index <= 0.5)
298
        {
299
            cutscene_advance()
300
            image_alpha = 0
301
        }
302
        break
303
    case 6:
304
        cutscene_wait(3)
305
        break
306
    case 7:
307
        cymbal_sound = audio_play_sound(mus_cymbal, 1, 0)
308
        cutscene_advance()
309
        break
310
    case 8:
311
        draw_alpha_white = audio_sound_get_track_position(cymbal_sound) / audio_sound_length(cymbal_sound)
312
        if (draw_alpha_white >= 0.99)
313
        {
314
            draw_alpha_white = 1
315
            scene++
316
        }
317
        break
318
    case 9:
319
        cutscene_wait(5)
320
        break
321
    case 10:
322
        if (!instance_exists(obj_flowey_battle_screen_glitch_ending))
323
        {
324
            room = rm_credits
325
            persistent = true
326
            scene++
327
        }
328
        break
329
    case 11:
330
        draw_alpha_white -= 0.1
331
        if (draw_alpha_white <= 0)
332
            instance_destroy()
333
        break
334
}
335
336
if instance_exists(obj_heart_battle_fighting_yellow_final)
337
    obj_heart_battle_fighting_yellow_final.y = lerp(obj_heart_battle_fighting_yellow_final.y, 440, 0.15)