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gml_Object_obj_hotland_roof_cutscene_pacifist_Step_0

(view raw script w/o annotations or w/e)
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if live_call()
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    return global.live_result;
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switch scene
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{
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    case 0:
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        if (obj_pl.x < 400)
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        {
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            instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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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_npc_walk(1168, obj_martlet_npc.x, obj_pl.y, 3, "x", "up")
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        break
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    case 2:
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        if cutscene_wait(1.5)
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            cutscene_advance(2.5)
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        break
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    case 2.5:
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        if cutscene_npc_walk(1168, obj_martlet_npc.x, (obj_martlet_npc.y + 60), 1, "x", "up")
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            cutscene_advance(3)
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        break
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    case 3:
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        cutscene_camera_move(obj_martlet_npc.x, 300, 1)
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        camera_set_view_speed(view_camera[0], -1, -1)
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        break
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    case 4:
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        cutscene_wait(0.5)
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        break
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    case 5:
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        cutscene_instance_create(obj_martlet_npc.x, (obj_martlet_npc.y - 45), obj_cutscene_ex)
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        break
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    case 6:
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        cutscene_wait(1)
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        break
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    case 7:
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        cutscene_npc_direction(obj_martlet_npc, "down")
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        instance_destroy(obj_cutscene_ex)
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        break
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    case 8:
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        cutscene_wait(0.5)
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        break
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    case 9:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1164
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            position = 0
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            message[0] = "* You made it! Great!"
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            prt[0] = 328
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        }
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        break
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    case 10:
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        cutscene_wait(0.5)
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        break
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    case 11:
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        cutscene_npc_direction(obj_martlet_npc, "up")
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        break
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    case 12:
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        cutscene_camera_move(obj_martlet_npc.x, 260, 1)
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        camera_set_view_speed(view_camera[0], -1, -1)
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        break
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    case 13:
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        cutscene_wait(0.5)
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        break
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    case 14:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1164
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            message[0] = "* What a view..."
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            message[1] = "* That large facility in#  front of us is the#  CORE..."
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            message[2] = "* ...The main source of#  power for the#  Underground."
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            prt[0] = 328
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            prt[1] = 321
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            prt[2] = 321
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        }
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        break
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    case 15:
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        cutscene_npc_walk(1168, obj_martlet_npc.x, (obj_martlet_npc.y + 30), 3, "x", "up", -4, 180, 300)
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        break
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    case 16:
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        cutscene_wait(1.75)
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        break
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    case 17:
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        if cutscene_dialogue()
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            cutscene_advance(17.3)
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        with (msg)
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        {
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            talker[0] = 1164
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            message[0] = "* Behind that is New#  Home. The capital city."
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            message[1] = "* I asked around and was#  told Ceroba and Starlo#  headed there."
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            message[2] = "* Guess she ran the#  opposite way of the Lab#  to juke her pursuer?"
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            message[3] = "* The two couldn't have#  gotten far, I'm positive#  we'll find them!"
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            message[4] = "* We'll..."
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            prt[0] = 338
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            prt[1] = 321
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            prt[2] = 324
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            prt[3] = 313
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            prt[4] = 317
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            if (message_current == 4)
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            {
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                obj_martlet_npc.npc_direction = "left"
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                message_timer = 30
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                skippable = false
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            }
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        }
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        break
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    case 17.3:
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        if cutscene_wait(1)
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        {
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            cutscene_advance(17.6)
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            obj_martlet_npc.npc_direction = "up"
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        }
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        break
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    case 17.6:
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        if cutscene_dialogue()
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            cutscene_advance(18)
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        with (msg)
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        {
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            talker[0] = 1164
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            message[0] = "* Whew, it's all setting#  in now."
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            message[1] = "* This is like... super#  intimidating, right? Not#  just me?"
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            prt[0] = 329
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            prt[1] = 317
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        }
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        break
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    case 18:
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        cutscene_wait(0.5)
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        break
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    case 19:
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        cutscene_npc_direction(obj_martlet_npc, "left")
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        break
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    case 20:
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        cutscene_wait(1)
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        break
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    case 21:
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        if cutscene_dialogue()
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            cutscene_advance(21.2)
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        with (msg)
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        {
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            talker[0] = 1164
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            message[0] = "* ..."
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            message[1] = "* I don't know when I'll#  get another chance so#  I'll say it now:"
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            message[2] = "* You are a kind soul.#  One of the best I've#  met."
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            message[3] = "* Left and right you've#  been beaten and bruised,#  but you stay vigilant."
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            message[4] = "* You defuse situations#  and mend#  relationships..."
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            message[5] = "* ...A far cry from what#  I was taught growing up."
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            message[6] = "* Royal Guards are told#  ad nauseum that humans#  are the enemy."
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            message[7] = "* I only ever heard#  stories of war and our#  Underground imprisonment."
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            message[8] = "* But you're different."
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            message[9] = "* If you could change my#  mind on humans, I know#  you can ASGORE's!"
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            message[10] = "* After we diffuse the#  Ceroba situation,"
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            message[11] = "* We'll march right up to#  that Castle, you and me!"
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            message[12] = "* And then... Well,#  you'll be on your way."
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            message[13] = "* But don't worry about#  me! "
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            message[14] = "* When Monsterkind is#  freed, we'll meet again#  on the Surface!"
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            message[15] = "* By then, you might be#  all grown up. Wouldn't#  that be funny?"
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            message[16] = "* Heh..."
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            message[17] = "* ..."
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            prt[0] = 329
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            prt[1] = 317
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            prt[2] = 320
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            prt[3] = 320
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            prt[4] = 320
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            prt[5] = 329
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            prt[6] = 317
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            prt[7] = 322
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            prt[8] = 320
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            prt[9] = 328
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            prt[10] = 328
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            prt[11] = 312
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            prt[12] = 320
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            prt[13] = 312
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            prt[14] = 328
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            prt[15] = 312
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            prt[16] = 328
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            prt[17] = 321
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            switch message_current
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            {
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                case 1:
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                    obj_player_npc.npc_direction = "right"
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                    break
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                case 3:
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                    if (!audio_is_playing(mus_acquittal))
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                        cutscene_music = audio_play_sound(mus_acquittal, 1, 1)
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                    break
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                case 16:
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                    scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(cutscene_music, 1000)
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                    break
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            }
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        }
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        break
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    case 21.2:
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        if cutscene_wait(1)
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            cutscene_advance(21.4)
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        break
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    case 21.4:
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        if cutscene_dialogue()
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            cutscene_advance(21.6)
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        with (msg)
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        {
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            talker[0] = 1164
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            message[0] = "* Point is, I'm glad you#  hopped on my raft."
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            message[1] = "* ..."
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            prt[0] = 320
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            prt[1] = 329
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            switch message_current
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            {
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                case 1:
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                    obj_martlet_npc.npc_direction = "up"
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                    skippable = false
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                    message_timer = 30
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                    break
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            }
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        }
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        break
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    case 21.6:
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        if cutscene_wait(1)
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            cutscene_advance(21.8)
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        break
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    case 21.8:
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        if cutscene_dialogue()
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        {
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            cutscene_advance(22)
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            obj_player_npc.xstart = obj_player_npc.x
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        }
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        with (msg)
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        {
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            talker[0] = 1164
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            message[0] = "* Okay... We need to get#  moving."
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            message[1] = "* That way. West New#  Home."
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            message[2] = "* The elevator downstairs#  should take us straight#  there."
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            message[3] = "* After that... I'm not#  sure."
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            message[4] = "* I'd call for backup in#  a scenario like this but#  we're on our own. "
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            message[5] = "* Outlaws."
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            message[6] = "* So, \"partner in crime,\"#  you ready?"
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            prt[0] = 321
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            prt[1] = 321
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            prt[2] = 328
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            prt[3] = 329
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            prt[4] = 329
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            prt[5] = 321
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            prt[6] = 328
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            switch message_current
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            {
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                case 0:
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                    obj_martlet_npc.npc_direction = "left"
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                    skippable = true
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                    message_timer = -1
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                    break
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                case 1:
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                    global.hotland_flag[1] = 1
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                    scr_radio_restart
scr_radio_restart

function scr_radio_restart() //gml_Script_scr_radio_restart { with (obj_radio) event_user(0) }
()
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                    obj_martlet_npc.npc_direction = "up"
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                    obj_player_npc.npc_direction = "up"
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                    break
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                case 6:
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                    obj_martlet_npc.npc_direction = "left"
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                    obj_player_npc.npc_direction = "right"
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                    break
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            }
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266
        }
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        break
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    case 22:
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        obj_player_npc.x = -1000
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        if cutscene_npc_action_sprite(1164, 1822, 1, false)
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            obj_player_npc.x = obj_player_npc.xstart
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        break
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    case 23:
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        cutscene_wait(0.5)
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        break
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    case 24:
277
        cutscene_dialogue()
278
        with (msg)
279
        {
280
            talker[0] = 1164
281
            message[0] = "* Let's stop Ceroba!"
282
            message[1] = "* After you."
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            prt[0] = 313
284
            prt[1] = 328
285
        }
286
        break
287
    case 25:
288
        cutscene_wait(1)
289
        break
290
    case 26:
291
        cutscene_npc_walk(1168, obj_player_npc.x, 340, 3, "y", "down")
292
        break
293
    case 27:
294
        cutscene_npc_walk(1164, obj_player_npc.x, (obj_player_npc.y - 20), 3, "x", "down")
295
        break
296
    case 28:
297
        obj_pl.direction = 270
298
        actor_follower = 1164
299
        global.party_member = 1170
300
        obj_hotland_roof_light_controller_follower.overlay_draw_enabled_follower = true
301
        obj_hotland_roof_light_controller_follower.overlay_draw_alpha_follower = 1
302
        cutscene_actor_into_follower()
303
        obj_hotland_roof_light_controller_follower.depth = obj_pl.depth + 1
304
        obj_martlet_follower.depth = obj_pl.depth + 2
305
        break
306
    case 29:
307
        cutscene_camera_move(obj_pl.x, obj_pl.y, 3)
308
        break
309
    case 30:
310
        cutscene_camera_reset()
311
        instance_destroy(obj_player_npc)
312
        scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(cutscene_music, 1000)
313
        cutscene_end()
314
        break
315
}