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gml_Object_obj_mansion_chujin_tapes_Step_0

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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(5)
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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] = "     Greetings, this is Chujin."
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            message[1] = "   I don't have much time these#   days for a written journal so#   I opted for video."
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            message[2] = "    I have no idea who will view#    these, if anyone, but I see it#    best to document my work."
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            message[3] = " That is all for now. Signing off."
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            prt[0] = 3563
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            prt[1] = 908
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            prt[2] = 908
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            prt[3] = 3563
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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 5:
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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] = "  Today I traveled to Snowdin with#  my daughter on casual business."
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            message[2] = "  While I was busy, Kanako wandered#  off to play with a resident."
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            message[3] = "     That's when it happened..."
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            message[4] = "A few panicked townsfolk ran up to#me saying that a human had entered#the area."
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            message[5] = "  This human... they attacked the#  monster Kanako was with. "
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            message[6] = "  She was so close... She could've#  been next."
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            message[7] = "  No one was there to protect her...#  Not even me..."
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            message[8] = "  ..."
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            message[9] = "  I don't understand... I just#  don't understand!"
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            message[10] = " Humankind already won by trapping# us down here yet they keep twisting# the knife!"
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            message[11] = "  This cannot continue any longer!"
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            message[12] = "   As of today, I'm looking into#   stopping this perpetual injustice#   once and for all."
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            prt[0] = 3563
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            prt[1] = 908
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            prt[2] = 2129
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            prt[3] = 3392
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            prt[4] = 629
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            prt[5] = 629
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            prt[6] = 2782
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            prt[7] = 3194
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            prt[8] = 3414
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            prt[9] = 2782
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            prt[10] = 3194
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            prt[11] = 908
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            prt[12] = 3563
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        }
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        break
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    case 6:
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        scene_change = true
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        break
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    case 7:
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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 with unfortunate#  news..."
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            message[1] = " I was... fired from my engineering# position."
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            message[2] = "   I poured my all into my project#   but it wasn't enough!"
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            message[3] = "  The programming was buggy but I#  know I could've ironed it out with#  a few more iterations!"
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            message[4] = "   Why am I punished for trying to#   take our struggle seriously!? "
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            message[5] = "  ...I feel as if I'm the only one#  who hasn't forgotten or chosen to  #  live in ignorance..."
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            message[6] = "  ..."
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            message[7] = "   I told Ceroba I was retiring.#   Can't let her think less of me."
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            message[8] = "  But enough of that... it's in the#  past. "
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            message[9] = "    I must live in the present#    and plan for the future."
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            message[10] = "   Prove I can save monsterkind...#   another way."
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            prt[0] = 3563
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            prt[1] = 908
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            prt[2] = 3392
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            prt[3] = 3392
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            prt[4] = 2782
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            prt[5] = 3194
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            prt[6] = 629
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            prt[7] = 3563
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            prt[8] = 908
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            prt[9] = 908
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            prt[10] = 3563
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        }
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        break
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    case 8:
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        scene_change = true
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        break
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    case 9:
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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] = " After years of research, I've made# a breakthrough!"
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            message[2] = "  Boss Monsters... They may be the#  key to monsterkind's survival."
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            message[3] = "I was able to reach this conclusion#because I... "
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            message[4] = " ...I carry the Boss Monster gene."
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            message[5] = "This means my SOUL is much stronger#than that of other monsters."
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            message[6] = "  More importantly, Boss Monsters#  are immortal until they produce#  offspring."
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            message[7] = " Right now, monsterkind is few in# numbers compared to humanity but... "
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            message[8] = "  ...What if anyone could become#  a Boss Monster like me? Like...#  Kanako?"
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            message[9] = "  As a nation, an army, we could#  finally possess enough power to#  take the Surface back!"
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            message[10] = "  My theory for this involves the#  fusion of a human SOUL and a#  Boss Monster SOUL."
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            message[11] = "   From that, a serum would be#   extracted which could transform#   any average monster."
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            message[12] = "  ...Unfortunately, I have not#  garnered enough proof that said#  serum is possible."
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            message[13] = "     I must conduct more tests."
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            prt[0] = 908
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            prt[1] = 3563
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            prt[2] = 629
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            prt[3] = 629
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            prt[4] = 3392
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            prt[5] = 2129
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            prt[6] = 908
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            prt[7] = 908
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            prt[8] = 3563
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            prt[9] = 629
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            prt[10] = 3563
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            prt[11] = 908
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            prt[12] = 2129
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            prt[13] = 629
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        }
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        break
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    case 10:
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        scene_change = true
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        break
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    case 11:
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        cutscene_dialogue_chujin()
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        with (msg)
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        {
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            chujin_tapes_effects = true
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            message[0] = "      This... This is Chujin."
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            message[1] = "   I was worried this might happen.#   Science is a dangerous game."
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            message[2] = "  Rather foolishly, I experimented#  on myself... several times."
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            message[3] = "Over and over, the subject rejected#the fusion, and I think I know why."
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            message[4] = "                ..."
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            message[5] = "          I'll be direct... "
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            message[6] = "  My SOUL has deteriorated and I#  don't know how much longer I have."
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            message[7] = "   However... I believe my theory#   holds stronger than it ever did."
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            message[8] = "   This is a message to my dear#   Ceroba:"
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            message[9] = "   This research is up to you. No#   one else would listen."
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            message[10] = "  After I'm gone... look for the#  next human who falls down here."
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            message[11] = "       Someone pure of heart#       - uncorrupted."
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            message[12] = "   I need you to obtain their SOUL#   but not just anywhere... "
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            message[13] = "  You must have a Boss Monster SOUL#  nearby to fuse with."
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            message[14] = "            You'll need..."
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            message[15] = "          ...Damn it all."
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            message[16] = "Search for a willing Boss Monster#in the Underground. Someone else...#please."
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            message[17] = "   Our little girl... Kanako...#   She needs to live a happy life,#   unaffected by my endeavors."
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            message[18] = "       That is my final wish."
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            prt[0] = 1065
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            prt[1] = 1630
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            prt[2] = 1065
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            prt[3] = 1814
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            prt[4] = 1814
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            prt[5] = 3708
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            prt[6] = 1065
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            prt[7] = 1814
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            prt[8] = 1065
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            prt[9] = 1065
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            prt[10] = 1065
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            prt[11] = 1814
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            prt[12] = 1935
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            prt[13] = 1935
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            prt[14] = 1935
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            prt[15] = 3078
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            prt[16] = 1935
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            prt[17] = 1065
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            prt[18] = 1814
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        }
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        break
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    case 12:
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    case 14:
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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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        break
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    case 13:
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    case 15:
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        cutscene_wait(0.6)
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        break
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    case 16:
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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 17:
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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 18:
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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 19:
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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 20:
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        cutscene_wait(2.5)
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        break
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    case 21:
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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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        show_debug_message("HOW?")
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    }
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}
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if (scene >= 12)
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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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    static_flicker = true
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if (static_flicker == true)
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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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    static_flicker = false
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}
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overlay_alpha = lerp(overlay_alpha, overlay_alpha_default, 0.1)