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gml_Object_obj_flowey_dunes2_Step_0

(view raw script w/o annotations or w/e)
1
script_execute(gml_Script_scr_depth, 0, 0, 0, 0, 0)
2
if (waiter == 1)
3
{
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    if (!instance_exists(obj_dialogue))
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        msg = instance_create(x, y, obj_dialogue)
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    with (msg)
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    {
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        sndfnt = 96
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        if (global.snowdin_flag[13] == 1)
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        {
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            color = true
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            col_modif[0] = 255
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            message[0] = "* Howdy, Clover!"
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            message[1] = "* What a day this has#  been."
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            message[2] = "* Thanks to that guard,#  we're totally off#  course!"
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            message[3] = "* It looks like she#  ditched you as well."
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            message[4] = "* I guess it can't be#  helped now."
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            message[5] = "* What's important is that#  you're alive!"
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            message[5] = "* There's gotta be#  another route to#  ASGORE's Castle here."
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            message_col[5][0] = "                  #                  #           Castle      "
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            message[6] = "* Tough it out for now#  and we'll see where#  this new path takes us."
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            message[7] = "* A little excitement#  never hurt anyone!"
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            message[8] = "* Well... except you. Let#  me heal you up."
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            prt[0] = 348
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            prt[1] = 357
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            prt[2] = 347
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            prt[3] = 352
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            prt[4] = 348
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            prt[5] = 348
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            prt[6] = 348
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            prt[7] = 348
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            prt[8] = 348
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        }
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        else if (global.geno_complete[2] == true)
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        {
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            message[0] = "* Howdy, Clover!"
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            message[1] = "* Sorry about all this."
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            message[2] = "* I'm usually pretty good#  at judging where to go#  next."
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            message[3] = "* The raft must've been a#  trap set by that guard."
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            message[4] = "* You outsmarted her,#  though! I'm impressed."
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            message[5] = "* Even so, you look#  pretty beat up. Let me#  take care of that!"
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            prt[0] = 348
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            prt[1] = 357
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            prt[2] = 354
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            prt[3] = 352
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            prt[4] = 348
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            prt[5] = 348
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        }
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        else
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        {
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            color = true
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            col_modif[0] = 255
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            message[0] = "* Howdy, Clover!"
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            message[1] = "* Sorry about all this."
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            message[2] = "* I'm usually pretty good#  at judging where to go#  next."
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            message[3] = "* The raft must've been a#  trap set by that guard."
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            message[4] = "* Doesn't look like#  she'll be an issue#  anymore, though."
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            message[5] = "* You're far away from#  Snowdin now. Out of#  sight, out of mind!"
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            message[6] = "* Now we have to find a#  new way to ASGORE's#  Castle."
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            message_col[6][0] = "                       #                     #  Castle "
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            message[7] = "* I'll leave you to it#  but before you go, let#  me patch you up."
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            prt[0] = 348
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            prt[1] = 357
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            prt[2] = 354
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            prt[3] = 352
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            prt[4] = 348
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            prt[5] = 349
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            prt[6] = 352
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            prt[7] = 348
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        }
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    }
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    waiter = 2
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}
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if (waiter == 2 && (!instance_exists(obj_dialogue)))
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{
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    global.dunes_flag[1] = 1
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    scr_determine_save_area
scr_determine_save_area

function scr_determine_save_area() //gml_Script_scr_determine_save_area { var current_room = room_get_name(room) switch current_room { case "rm_darkruins_03": current_save_number = 1 global.saveroom = "Dark Ruins - Entrance" break case "rm_darkruins_08": current_save_number = 2 global.saveroom = "Dark Ruins - Atrium" break case "rm_darkruins_10": current_save_number = 3 global.saveroom = "Dark Ruins - Cliff" break case "rm_darkruins_12": current_save_number = 4 global.saveroom = "Dark Ruins - Puzzle" break case "rm_darkruins_16": current_save_number = 5 global.saveroom = "Dark Ruins - Hall" break case "rm_snowdin_03_yellow": current_save_number = 1 global.saveroom = "Snowdin - Delta Rock" break case "rm_snowdin_08_yellow": current_save_number = 2 global.saveroom = "Snowdin - Ruined Shack" break case "rm_snowdin_12_yellow": current_save_number = 3 global.saveroom = "Snowdin - Pathway" break case "rm_snowdin_14_yellow": current_save_number = 4 global.saveroom = "Snowdin - Resort" break case "rm_snowdin_20_yellow": current_save_number = 5 global.saveroom = "Snowdin - Corridor" break case "rm_dunes_02": current_save_number = 1 global.saveroom = "Dunes - Cave" break case "rm_dunes_08": current_save_number = 2 global.saveroom = "Dunes - Tree" break case "rm_dunes_14": current_save_number = 3 global.saveroom = "Mines - Elevator" break case "rm_dunes_20": current_save_number = 4 global.saveroom = "Mines - Minecart" break case "rm_dunes_25": current_save_number = 5 global.saveroom = "Dunes - Mountaintop" break case "rm_dunes_28": current_save_number = 6 global.saveroom = "Dunes - Playground" break case "rm_dunes_34": current_save_number = 7 global.saveroom = "Dunes - Well" break case "rm_dunes_37": current_save_number = 8 global.saveroom = "Wild East - Town" break case "rm_dunes_39": current_save_number = 9 global.saveroom = "Wild East - Outskirts" break case "rm_dunes_41": current_save_number = 10 global.saveroom = "Wild East - Sunnyside" break case "rm_steamworks_05": current_save_number = 11 global.saveroom = "Steamw. - Generator" break case "rm_steamworks_09": current_save_number = 12 global.saveroom = "Steamw. - Raised Path" break case "rm_steamworks_15": current_save_number = 13 global.saveroom = "Steamw. - Lake" break case "rm_steamworks_19": current_save_number = 14 global.saveroom = "Steamw. - Offices" break ...
()
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    instance_create(((__view_get((0 << 0), 0)) + 160), ((__view_get((1 << 0), 0)) + 120), obj_savebox)
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    audio_play_sound(snd_mainmenu_select, 1, 0)
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    waiter = 3
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}
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if (waiter == 3 && (!instance_exists(obj_savebox)))
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{
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    if (global.save_count == 0)
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    {
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        switch scene
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        {
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            case 0:
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                cutscene_wait(0.5)
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                break
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            case 1:
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                cutscene_dialogue()
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                with (msg)
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                {
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                    sndfnt = 96
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                    message[0] = "* Okay, what is going on?"
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                    message[1] = "* I've been trying to#  stay positive and#  supportive but..."
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                    message[2] = "* Seriously?"
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                    message[3] = "* Why won't you save?"
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                    message[4] = "* Does that word scare#  you?"
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                    message[5] = "* It can't hurt you, see?"
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                    message[6] = "* S - A - V - E.	"
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                    message[7] = "* Hey, you're still#  alive! It's a miracle!	"
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                    message[8] = "* ...No? Okay."
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                    message[9] = "* I just..."
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                    message[10] = "* I would hope I've#  proved my#  trustworthiness by now.	"
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                    message[11] = "* But no, it's fine...	"
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                    message[12] = "* Guess you don't#  appreciate me...	"
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                    message[13] = "* Sigh..."
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                    prt[0] = 351
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                    prt[1] = 351
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                    prt[2] = 3382
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                    prt[3] = 351
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                    prt[4] = 353
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                    prt[5] = 352
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                    prt[6] = 351
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                    prt[7] = 3640
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                    prt[8] = 353
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                    prt[9] = 352
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                    prt[10] = 356
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                    prt[11] = 356
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                    prt[12] = 356
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                    prt[13] = 356
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                }
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                break
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            case 2:
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                cutscene_wait(1)
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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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                    sndfnt = 96
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                    message[0] = "* ...	"
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                    message[1] = "* Nothing? 	"
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                    message[2] = "* It was worth a shot.	"
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                    message[3] = "* Just know, you're#  running a HUGE risk by#  not saving."
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                    prt[0] = 352
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                    prt[1] = 352
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                    prt[2] = 3692
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                    prt[3] = 352
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                }
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                break
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            case 4:
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                scene = 0
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                image_index = 0
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                sprite_index = spr_floweyleave
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                image_speed = 0.2
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                waiter = 4
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                break
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        }
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    }
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    else
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    {
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        image_index = 0
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        sprite_index = spr_floweyleave
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        image_speed = 0.2
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        waiter = 4
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    }
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}
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if (waiter == 4 && image_index >= (image_number - 1))
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{
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    instance_destroy()
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    instance_create(x, y, obj_determination)
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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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}
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if (instance_exists(obj_dialogue) && obj_dialogue.sndfnt == 96)
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{
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    if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current]))
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    {
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        image_speed = 0
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        image_index = 0
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    }
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    else
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        image_speed = 0.2
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}