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gml_Object_obj_mansion_chujin_tape_extra_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
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    return global.live_result;
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overlay_image_index += 0.3
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if (overlay_image_index > 27)
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    overlay_image_index -= 27
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switch scene
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{
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    case 0:
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        scene_change = true
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        break
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    case 1:
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        cutscene_music_start(589)
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        break
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    case 2:
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        sprite_index = spr_chujin_default_idle
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        cutscene_wait(3)
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        break
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    case 3:
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        cutscene_dialogue_chujin()
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        with (msg)
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        {
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            message[0] = "          This is Chujin."
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            message[1] = "    I messed up, miscalculated,#    something."
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            message[2] = "     Axis... Axis is dangerous."
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            message[3] = " I must have overshot the variables,# all I wanted was apprehension."
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            message[4] = "                ..."
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            message[5] = "    The human who almost hurt my#    child, I told Axis to track#    them down."
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            message[6] = "I know I should've stayed to comfort#Kanako and tend to the resident who#was hurt but..."
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            message[7] = "  ...I had a tool that could stop#  the human's crusade, so I tried."
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            message[8] = "    ...In a flash, Axis left me.#    Bolted for Waterfall."
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            message[9] = "  By the time I tracked him down...#  it was too late."
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            message[10] = "  I'll never forget the scene laid#  before me. "
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            message[11] = "  Part of me wanted to quit#  everything that instant but... "
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            message[12] = "    ...This outcome was earned,#    was it not?"
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            message[13] = "                ..."
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            message[14] = "  Axis soon contained the subject#  and... hid the evidence."
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            message[15] = "There was some property damage but#I'm sure it won't come back to me...#I hope."
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            message[16] = "    In any case... I now have a#    human SOUL in my possession."
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            message[17] = "I do not know exactly what I should#do with it but the power that rests#within it is..."
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            message[18] = "   Well, let's just say I'm not#   donating it to Asgore like all#   the others. Not yet."
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            message[19] = "  As for Axis, today's actions were#  excessive, but the potential#  is astounding."
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            message[20] = "  With more work, Axis can be the#  future, I'm sure of it."
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            message[21] = "     Anyway, I need to sleep."
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            message[22] = "   Though something tells me that#   will be difficult to do for a#   while."
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            prt[0] = 3563
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            prt[1] = 3392
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            prt[2] = 2129
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            prt[3] = 629
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            prt[4] = 629
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            prt[5] = 908
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            prt[6] = 3392
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            prt[7] = 908
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            prt[8] = 3414
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            prt[9] = 3414
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            prt[10] = 2782
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            prt[11] = 2782
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            prt[12] = 3194
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            prt[13] = 2782
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            prt[14] = 3414
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            prt[15] = 908
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            prt[16] = 3563
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            prt[17] = 3392
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            prt[18] = 2129
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            prt[19] = 3563
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            prt[20] = 908
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            prt[21] = 3392
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            prt[22] = 908
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            if (message_current == 21)
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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 }
(mus_nothing_but_the_truth, 1500)
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        }
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        break
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    case 4:
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        scene_change = true
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        break
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    case 6:
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        audio_play_sound(snd_electric_flash, 1, 0)
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        overlay_alpha += 0.35
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        scene++
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        audio_effect_create((5 << 0))
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        break
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    case 5:
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    case 7:
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        cutscene_wait(0.6)
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        break
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    case 8:
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        audio_play_sound(snd_f_noise, 1, 1)
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        audio_sound_gain(snd_f_noise, 0, 0)
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        audio_sound_gain(snd_f_noise, 1, 2500)
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        scene++
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        break
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    case 9:
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        if (overlay_alpha < 1)
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            overlay_alpha += 0.03
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        else
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            cutscene_wait(4)
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        break
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    case 10:
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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, 1500)
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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 }
(snd_f_noise, 2500)
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        cutscene_advance()
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        break
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    case 11:
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        image_alpha = 0
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        if (overlay_alpha > 0)
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            overlay_alpha -= 0.05
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        else
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            scene++
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        break
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    case 12:
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        cutscene_wait(2)
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        break
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    case 13:
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        cutscene_end()
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        instance_destroy()
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        break
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}
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if (scene_change == true)
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{
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    if (sprite_index != spr_chujin_tapes_static)
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    {
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        audio_play_sound(snd_f_noise, 1, 1)
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        sprite_index = spr_chujin_tapes_static
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        image_index = 0
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    }
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    if (scene_change_timer > 0)
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        scene_change_timer -= 1
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    else
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    {
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        scene_change = false
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        scene_change_timer = scene_change_timer_max
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        audio_stop_sound(snd_f_noise)
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        scene++
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    }
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}
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if (scene >= 8)
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    return;
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var overlay_alpha_default = 0.15
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if (irandom(80) == 1)
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{
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    audio_play_sound(snd_electric_flash, 1, 0)
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    overlay_alpha = clamp((overlay_alpha + (random_range(0.25, 0.5))), overlay_alpha_default, 0.75)
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}
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overlay_alpha = lerp(overlay_alpha, overlay_alpha_default, 0.1)