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gml_Object_obj_martlet_final_overworld_cutscene_2_Step_0

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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 cutscene_wait(1)
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            audio_play_sound(snd_sliding_door_open, 1, 0)
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        break
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    case 1:
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        if cutscene_wait(2.5)
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            audio_play_sound(snd_sliding_door_open, 1, 0)
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        break
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    case 2:
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        cutscene_wait(0.75)
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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] = 1164
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            talker[1] = 2588
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            message[0] = "* Where are you off to in such a#  hurry?"
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            message[1] = "* O-Oh, me?"
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            message[2] = "* Umm..."
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        }
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        break
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    case 4:
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        draw_alpha = lerp(draw_alpha, 0, 0.1)
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        if (draw_alpha <= 0.01)
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            draw_alpha = 0
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        if (draw_alpha == 0)
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            scene++
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        break
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    case 5:
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        cutscene_wait(1)
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        break
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    case 6:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 2588
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            talker[2] = 1164
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            talker[3] = 2588
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            talker[6] = 1164
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            message[0] = "* I'm still waiting on#  the new security budget#  so in the meantime..."
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            message[1] = "* ...I decided to move#  the lab cameras to#  Waterfall."
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            message[2] = "* Waterfall?"
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            message[3] = "* A-AND Snowdin!"
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            message[4] = "* Yeah! So... "
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            message[5] = "* Keep watch while the#  lab surveillance is#  down, okay?"
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            message[6] = "* Aye aye!"
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            prt[0] = 1565
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            prt[1] = 1565
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            prt[2] = 311
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            prt[3] = 2591
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            prt[4] = 2629
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            prt[5] = 2591
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            prt[6] = 313
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        }
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        break
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    case 7:
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        cutscene_npc_walk(2588, -40, obj_alphys_npc.y, 3, "x", "left")
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        break
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    case 8:
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        cutscene_wait(1.5)
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        break
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    case 9:
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        cutscene_npc_action_sprite(1164, 1727, 1, true, 0)
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        break
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    case 10:
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        cutscene_wait(1.5)
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        break
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    case 11:
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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] = "* ..."
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            prt[0] = 315
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        }
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        break
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    case 12:
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        draw_alpha = lerp(draw_alpha, 1, 0.1)
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        if (draw_alpha >= 0.99)
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            draw_alpha = 1
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        if (draw_alpha == 1)
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            scene++
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        break
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    case 13:
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        cutscene_wait(2)
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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] = "* Deep breaths, Martlet."
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            message[1] = "* Deep breaths..."
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        }
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        break
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    case 15:
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        cutscene_change_room(262, 0, 0, 0.1)
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}