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gml_Object_obj_macro_froggit_pacifist_collider_Step_0

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switch scene
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{
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    case 0:
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        if place_meeting(x, y, obj_pl)
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        {
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            scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() //gml_Script_scr_cutscene_start { global.cutscene = true obj_pl.state = gml_Script_scr_frozen_state obj_pl.image_index = 0 obj_pl.image_speed = 0 }
()
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            cutscene_advance(5)
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        }
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        break
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    case 1:
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        cutscene_follower_into_actor()
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        break
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    case 2:
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        cutscene_npc_walk(1161, obj_pl.x, (obj_pl.y + 30), 3, "y", "up")
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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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            talker[0] = 1161
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            message[0] = "* I'll wait outside."
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            prt[0] = 377
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        }
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        break
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    case 4:
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        obj_pl.direction = 90
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        cutscene_wait(0.5)
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        break
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    case 5:
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        cutscene_change_room(275, 160, 380, 0.1)
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        global.cutscene = false
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        global.party_member = -4
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        global.sworks_flag[50] = 1
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        break
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    case 6:
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        cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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        break
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    case 7:
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        cutscene_npc_walk(1168, obj_ceroba_npc.x, (obj_ceroba_npc.y - 20), 2, "y", "down")
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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] = 1161
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            message[0] = "* Where'd you go?"
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            message[1] = "* It's like I blinked and#  lost you."
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            message[2] = "* Well, uh, don't do that#  again."
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            prt[0] = 370
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            prt[1] = 371
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            prt[2] = 370
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        }
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        actor_follower = 1161
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        break
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    case 10:
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        cutscene_npc_walk(1161, obj_player_npc.x, (obj_player_npc.y - 20), 3, "y", "down")
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        break
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    case 11:
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        global.party_member = 1171
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        cutscene_actor_into_follower()
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        break
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    case 12:
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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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        instance_destroy(obj_player_npc)
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        scene = 0
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        global.sworks_flag[50] = 0
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        break
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}