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gml_Object_obj_flowey_snowdin3_Step_0

(view raw script w/o annotations or w/e)
1
script_execute(gml_Script_scr_depth, 0, 0, 0, 0, 0)
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obj_pl.state = gml_Script_scr_frozen_state
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if (global.route != 3)
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{
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    if (waiter == 1)
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    {
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        scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) 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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            message[0] = "* Howdy!"
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            message[1] = "* Congratulations on being#  rid of those old ruins#  for good!"
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            message[2] = "* You couldn't even go#  back if you wanted#  to now!"
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            message[3] = "* Isn't the thought of#  fresh air exciting?"
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            message[4] = "* Well, don't get ahead#  of yourself."
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            message[5] = "* You're still in the#  Underground."
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            message[6] = "* We won't be anywhere#  near your fancy Surface#  air for a while!"
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            message[7] = "* Now, let's get moving#  before my petals freeze."
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            message[8] = "* Hop to it, bud!"
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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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        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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        timer = 30
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        waiter = 3
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    }
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    if (waiter == 4)
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    {
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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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            message[0] = "* Actually, what was your#  name again?"
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            message[1] = "* It isn't bud."
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            message[2] = "* It's... Gun... hat...?"
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            prt[0] = 348
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            prt[1] = 352
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            prt[2] = 348
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            ch_msg = 2
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            ch[1] = "It's\nClover"
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            ch[2] = "That's\nRight"
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            if (outcome == 1 && message_current == 2)
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            {
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                message[3] = "* Clover."
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                prt[3] = 347
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                other.choice = 2
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                other.waiter = 6
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            }
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            else if (outcome == 2 && message_current == 2)
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            {
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                message[3] = "* It is?"
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                prt[3] = 352
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                other.choice = 1
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                other.waiter = 6
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            }
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        }
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    }
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    if (waiter == 6 && (!instance_exists(obj_dialogue)))
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    {
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        if (timer == -1)
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            timer = 30
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    }
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    if (waiter == 7)
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    {
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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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            if (other.choice == 1)
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            {
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                sndfnt = 96
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                message[0] = "* Well, Gun-hat.#  Enough talk."
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                message[1] = "* See ya."
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                prt[0] = 352
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                prt[1] = 348
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                global.snowdin_flag[15] = 2
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            }
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            else if (other.choice == 2)
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            {
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                sndfnt = 96
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                message[0] = "* Nice name there."
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                message[1] = "* I thought I was the#  only flower around here."
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                message[2] = "* Well then, 'Clover.'#  Let's get a move on."
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                message[3] = "* I'll see you up ahead,#  hopefully somewhere#  warmer."
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                prt[0] = 347
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                prt[1] = 348
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                prt[2] = 348
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                prt[3] = 347
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                global.snowdin_flag[15] = 1
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            }
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        }
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        waiter = 8
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    }
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}
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else if (global.route == 3)
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{
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    if (waiter == 1)
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    {
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        scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) 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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            message[0] = "* Howdy!"
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            message[1] = "* Enjoying the scenery?"
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            message[2] = "* Before you continue, I#  just wanted to let you#  know."
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            message[3] = "* No one from out here#  really goes in the#  Ruins."
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            message[4] = "* Now that we're out here,#  well, how should I put#  it?"
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            message[5] = "* No one will ever notice#  a few missing monsters#  and a little extra dust."
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            message[6] = "* All your actions up#  'til now, they're as#  good as sealed away."
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            message[7] = "* Our little secret."
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            message[8] = "* So, if you want, you#  could change everything#  right now."
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            message[9] = "* Run around the rest of#  the Underground like#  nothing happened."
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            message[10] = "* Just remember, killing#  some lonely ruins#  residents was one thing."
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            message[11] = "* But you're outside now#  pal."
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            message[12] = "* There's no erasing#  anymore, so think#  carefully."
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            prt[0] = 348
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            prt[1] = 348
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            prt[2] = 347
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            prt[3] = 348
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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] = 349
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            prt[8] = 348
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            prt[9] = 347
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            prt[10] = 348
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            prt[11] = 348
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            prt[12] = 348
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        }
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        timer = 30
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        waiter++
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    }
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    if (waiter == 2 && (!global.dialogue_open))
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    {
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        if (!scr_timer
scr_timer

function scr_timer() //gml_Script_scr_timer { if (timer > 0) { timer-- return false; } else return true; }
())
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            return;
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        scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) 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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            message[0] = "* Or don't, 'cause that#  sounds boring."
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            message[1] = "* Whatever you pick, I'm#  rootin' for ya, pal!"
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            prt[0] = 349
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            prt[1] = 348
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        }
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        if (!global.dialogue_open)
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            waiter = 8
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    }
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}
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if (waiter == 8 && (!instance_exists(obj_dialogue)))
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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 = 9
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}
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if (waiter == 9 && 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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    global.snowdin_flag[0] = 1
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}
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if (global.route == 3)
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    return;
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if (timer > 0)
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    timer--
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else if (timer == 0)
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{
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    if (waiter == 6)
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        waiter = 7
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    else
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        waiter = 4
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    timer = -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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}