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gml_Object_obj_mansion_kotatsu_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 (scr_interact
scr_interact

function scr_interact() //gml_Script_scr_interact { if (distance_to_object(obj_pl) < 20 && obj_pl.state == gml_Script_scr_normal_state) { var pl_dir = obj_pl.direction var pl_x = 0 var pl_y = 0 var check_distance_x = 0 var check_distance_y = 0 switch pl_dir { case 0: pl_x = obj_pl.bbox_right pl_y = obj_pl.bbox_top + 1 check_distance_x = 20 break case 180: pl_x = obj_pl.bbox_left pl_y = obj_pl.bbox_top + 1 check_distance_x = -20 break case 90: pl_x = obj_pl.x pl_y = obj_pl.bbox_top check_distance_y = -20 break case 270: pl_x = obj_pl.x pl_y = obj_pl.bbox_bottom check_distance_y = 20 break } if collision_line_first(pl_x, pl_y, (pl_x + check_distance_x), (pl_y + check_distance_y), id, false, false) return true; } }
() && keyboard_multicheck_pressed(0) && obj_pl.direction == 90)
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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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            instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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            cutscene_follower_into_actor()
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        }
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        break
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    case 1:
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        cutscene_npc_walk(1164, 130, 200, 2, "y", "up")
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        break
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    case 2:
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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] = "* This must be where they#  ate their meals..."
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            prt[0] = 329
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        }
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        break
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    case 3:
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        cutscene_wait(0.5)
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        break
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    case 4:
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        cutscene_npc_direction(obj_martlet_npc, "right")
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        break
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    case 5:
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        cutscene_npc_walk(1168, 195, 200, 3, "y", "up")
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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_instance_create(obj_pl.x, (obj_pl.y - 20), obj_cutscene_ex)
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        break
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    case 8:
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        cutscene_wait(1)
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        break
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    case 9:
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        instance_destroy(obj_cutscene_ex)
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        cutscene_advance()
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        break
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    case 10:
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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 do you see?"
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            prt[0] = 321
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        }
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        break
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    case 11:
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        cutscene_npc_walk(1168, 160, 200, 3, "x", "up")
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        break
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    case 12:
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        if cutscene_wait(0.75)
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        {
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            cutscene_camera_freeze()
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            cutscene_advance(13)
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        }
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        break
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    case 13:
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        with (obj_player_npc)
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        {
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            if (!(variable_instance_exists(1168, "x_original")))
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            {
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                x_original = x
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                y_original = y
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            }
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            else
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            {
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                x = x_original
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                y = y_original
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                x += random_range(-1, 1)
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                y += random_range(-1, 1)
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            }
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        }
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        if cutscene_wait(1)
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        {
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            cutscene_camera_reset()
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            cutscene_advance(14)
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            with (obj_player_npc)
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            {
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                x = x_original
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                y = y_original
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            }
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        }
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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] = "* Hey uh..."
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            prt[0] = 311
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        }
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        break
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    case 15:
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        cutscene_npc_direction(obj_player_npc, "left")
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        break
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    case 16:
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        cutscene_wait(0.5)
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        break
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    case 17:
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        cutscene_dialogue()
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        with (msg)
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        {
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            ch_msg = 0
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            ch[1] = "I need your help"
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            talker[0] = 1164
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            message[0] = "* ..."
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            message[1] = "* You think something's#  under there?"
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            message[2] = "* Alright then..."
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            prt[0] = 311
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            prt[1] = 321
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            prt[2] = 338
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        }
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        break
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    case 18:
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        cutscene_npc_direction(obj_player_npc, "up")
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        break
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    case 19:
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        cutscene_npc_walk(1164, 116, 200, 3, "y", "down", -4, 160, 130)
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        break
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    case 20:
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        cutscene_wait(0.5)
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        break
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    case 21:
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        if cutscene_dialogue()
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        {
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            if (!audio_is_playing(snd_mansion_kotatsu_move))
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                audio_play_sound(snd_mansion_kotatsu_move, 1, 0)
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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] = "* On \"three.\""
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            message[1] = "* One..."
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            message[2] = "* Two..."
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            message[3] = "* Three!"
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            prt[0] = 321
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            prt[1] = 321
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            prt[2] = 321
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            prt[3] = 328
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        }
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        break
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    case 22:
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        cutscene_screen_fade_out(0, 0.1)
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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 }
(obj_radio.current_song, 1000)
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        break
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    case 23:
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        if (!audio_is_playing(snd_mansion_kotatsu_move))
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            cutscene_wait(1.5)
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        break
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    case 24:
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        global.dunes_flag[42] = 1
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        sprite_index = spr_mansion_kotatsu_moved
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        x = 199
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        y = 171
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        obj_player_npc.x = 140
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        obj_player_npc.y = 200
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        obj_martlet_npc.x = 180
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        obj_martlet_npc.y = 200
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        obj_martlet_npc.npc_direction = "up"
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        obj_player_npc.npc_direction = "up"
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        layer_set_visible("chairs", false)
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        instance_destroy(106768)
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        instance_destroy(106767)
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        cutscene_advance()
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        break
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    case 25:
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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] = "* Whoa..."
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            prt[0] = 333
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        }
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        break
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    case 26:
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        cutscene_screen_fade_in(0.1)
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        break
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    case 27:
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        cutscene_wait(0.5)
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        break
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    case 28:
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        cutscene_npc_direction(obj_martlet_npc, "left")
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        break
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    case 29:
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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] = "* Good eye, Clover."
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            prt[0] = 312
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        }
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        break
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    case 30:
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        cutscene_npc_direction(obj_martlet_npc, "up")
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        break
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    case 31:
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        cutscene_wait(0.5)
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        break
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    case 32:
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        cutscene_npc_walk(1168, 160, 190, 3, "y", "up")
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        break
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    case 33:
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        if cutscene_wait(1)
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            audio_play_sound(snd_mansion_trapdoor_open, 1, 0)
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        break
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    case 34:
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        with (obj_mansion_trapdoor)
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        {
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            image_speed = 1
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            if (image_index >= (image_number - 1))
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            {
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                other.scene++
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                image_index = image_number - 1
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                image_speed = 0
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            }
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        }
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        break
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    case 35:
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        cutscene_wait(1)
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        break
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    case 36:
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        cutscene_npc_direction(obj_player_npc, "down")
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        break
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    case 37:
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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] = "* Spooky..."
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            message[1] = "* Well, uh... After you."
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            prt[0] = 321
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            prt[1] = 320
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        }
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        break
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    case 38:
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        cutscene_npc_direction(obj_player_npc, "up")
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        break
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    case 39:
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        cutscene_npc_walk(1164, obj_player_npc.x, (obj_player_npc.y + 20), 3, "y", "up")
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        break
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    case 40:
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        var doorway = instance_create(136, 150, obj_doorway_secret_study)
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        with (doorway)
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        {
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            image_xscale = 2.8125
255
            image_yscale = 2.3125
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            xx = 135
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            yy = 420
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            nextroom = 250
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        }
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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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        instance_destroy(obj_player_npc)
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        cutscene_actor_into_follower()
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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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        break
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}