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gml_Object_obj_martlet_final_overworld_cutscene_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
2
    return global.live_result;
3
switch scene
4
{
5
    case 0:
6
        if (room == rm_battle)
7
            return;
8
        cutscene_music = audio_play_sound(mus_snowfall, 1, 1)
9
        cutscene_camera_freeze(180, 500)
10
        break
11
    case 1:
12
        cutscene_wait(3)
13
        break
14
    case 2:
15
        draw_alpha = lerp(draw_alpha, 0, 0.1)
16
        if (draw_alpha <= 0.01)
17
            draw_alpha = 0
18
        if (cutscene_camera_move(0, 0, 2, false) && draw_alpha == 0)
19
            scene++
20
        break
21
    case 3:
22
        cutscene_wait(1)
23
        break
24
    case 4:
25
        obj_martlet_npc.vspeed = 3
26
        if (obj_martlet_npc.y >= 138)
27
        {
28
            obj_martlet_npc.image_speed = 1
29
            obj_martlet_npc.y = 138
30
            obj_martlet_npc.vspeed = 0
31
            scene++
32
        }
33
        break
34
    case 5:
35
        if (obj_martlet_npc.image_index >= (obj_martlet_npc.image_number - 1))
36
        {
37
            obj_martlet_npc.image_index = obj_martlet_npc.image_number - 1
38
            obj_martlet_npc.image_speed = 0
39
            cutscene_wait(0.25)
40
        }
41
        break
42
    case 6:
43
        obj_martlet_npc.image_alpha = 0
44
        obj_martlet_npc.y = 149
45
        obj_martlet_npc.image_speed = 0
46
        obj_martlet_npc.image_index = obj_martlet_npc.image_number - 1
47
        obj_chujin_npc.down_sprite_idle = 3376
48
        cutscene_npc_action_sprite(92, 2607, 1, false)
49
        break
50
    case 7:
51
        cutscene_wait(1)
52
        break
53
    case 8:
54
        cutscene_dialogue()
55
        with (msg)
56
        {
57
            talker[0] = 92
58
            obj_chujin_npc.npc_voice_sfx = 102
59
            message[0] = "* One cup of joe for the#  Boss - extra#  caffeinated!"
60
            prt[0] = 312
61
        }
62
        break
63
    case 9:
64
        cutscene_advance()
65
        break
66
    case 10:
67
        obj_chujin_npc.down_sprite_idle = 3046
68
        if cutscene_npc_action_sprite(92, 3080, 1, false)
69
            obj_chujin_npc.npc_voice_sfx = 626
70
        break
71
    case 11:
72
        obj_martlet_npc.action_sprite = false
73
        obj_martlet_npc.image_alpha = 1
74
        cutscene_wait(0.5)
75
        break
76
    case 12:
77
        obj_chujin_npc.down_sprite_idle = 3163
78
        obj_martlet_npc.down_sprite_idle = 3709
79
        cutscene_wait(1)
80
        break
81
    case 13:
82
        cutscene_dialogue()
83
        with (msg)
84
        {
85
            talker[0] = 92
86
            talker[2] = 1164
87
            talker[4] = 92
88
            talker[5] = 1164
89
            talker[6] = 92
90
            message[0] = "* Is that my title now?"
91
            message[1] = "* It's not like I pay you#  to help me."
92
            message[2] = "* Oh?"
93
            message[3] = "* See these drinks?"
94
            message[4] = "* Martlet..."
95
            message[5] = "* You really should pay#  that tab soon. The list#  is gettin' long!"
96
            message[6] = "* ..."
97
            prt[0] = 846
98
            prt[1] = 3072
99
            prt[2] = 331
100
            prt[3] = 312
101
            prt[4] = 846
102
            prt[5] = 337
103
            prt[6] = 3072
104
            switch message_current
105
            {
106
                case 2:
107
                    obj_martlet_npc.down_sprite_idle = 1770
108
                    break
109
                case 4:
110
                    obj_chujin_npc.down_sprite_idle = 3636
111
                    break
112
                case 6:
113
                    obj_chujin_npc.down_sprite_idle = 3416
114
                    break
115
            }
116
117
        }
118
        break
119
    case 14:
120
        obj_martlet_npc.down_sprite_idle = 3709
121
        cutscene_wait(0.5)
122
        break
123
    case 15:
124
        obj_chujin_npc.down_sprite_idle = 3163
125
        cutscene_wait(1.5)
126
        break
127
    case 16:
128
        cutscene_dialogue()
129
        with (msg)
130
        {
131
            talker[0] = 1164
132
            talker[2] = 92
133
            talker[3] = 1164
134
            talker[5] = 92
135
            talker[7] = 1164
136
            talker[8] = 92
137
            talker[9] = 1164
138
            talker[10] = 92
139
            talker[11] = 1164
140
            message[0] = "* Oh, I meant to tell#  you..."
141
            message[1] = "* We'll probably have to#  cut back on our hangouts#  soon."
142
            message[2] = "* Hm?"
143
            message[3] = "* I uh... I finally gave#  in to peer pressure#  and..."
144
            message[4] = "* ...Got a job."
145
            message[5] = "* Really?"
146
            message[6] = "* What good news!"
147
            message[7] = "* Heh, I don't see it#  that way..."
148
            message[8] = "* Well, you can't#  freeload forever."
149
            message[9] = "* I knoooow, I know!"
150
            message[10] = "* What's the job?"
151
            message[11] = "* Well I wanted a job#  where I could build#  things so..."
152
            prt[0] = 320
153
            prt[1] = 329
154
            prt[2] = 2896
155
            prt[3] = 322
156
            prt[4] = 323
157
            prt[5] = 2896
158
            prt[6] = 2896
159
            prt[7] = 329
160
            prt[8] = 846
161
            prt[9] = 310
162
            prt[10] = 2896
163
            prt[11] = 321
164
            switch message_current
165
            {
166
                case 0:
167
                    obj_martlet_npc.down_sprite_idle = 3284
168
                    break
169
                case 1:
170
                    obj_martlet_npc.down_sprite_idle = 1422
171
                    break
172
                case 2:
173
                    obj_chujin_npc.down_sprite_idle = 3208
174
                    break
175
                case 3:
176
                    obj_martlet_npc.down_sprite_idle = 2377
177
                    break
178
                case 4:
179
                    obj_martlet_npc.down_sprite_idle = 267
180
                    obj_chujin_npc.down_sprite_idle = 3046
181
                    break
182
                case 5:
183
                    obj_martlet_npc.down_sprite_idle = 1422
184
                    break
185
                case 6:
186
                    obj_chujin_npc.down_sprite_idle = 3416
187
                    obj_martlet_npc.down_sprite_idle = 1770
188
                    break
189
                case 7:
190
                    obj_martlet_npc.down_sprite_idle = 1422
191
                    obj_chujin_npc.down_sprite_idle = 3046
192
                    break
193
                case 8:
194
                    obj_chujin_npc.down_sprite_idle = 3163
195
                    break
196
                case 10:
197
                    obj_chujin_npc.down_sprite_idle = 3046
198
                    break
199
                case 11:
200
                    obj_martlet_npc.down_sprite_idle = 1422
201
                    break
202
            }
203
204
        }
205
        break
206
    case 17:
207
        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, 500)
208
        cutscene_wait(1)
209
        break
210
    case 18:
211
        obj_martlet_npc.down_sprite_idle = 1770
212
        cutscene_wait(0.5)
213
        break
214
    case 19:
215
        cutscene_dialogue()
216
        with (msg)
217
        {
218
            talker[0] = 1164
219
            talker[1] = 92
220
            talker[4] = 1164
221
            talker[5] = 92
222
            talker[8] = 1164
223
            talker[11] = 92
224
            talker[15] = 1164
225
            talker[21] = 92
226
            talker[22] = 1164
227
            talker[23] = 92
228
            talker[25] = 1164
229
            talker[27] = 92
230
            talker[28] = 1164
231
            talker[29] = 92
232
            message[0] = "* I signed up for the#  Royal Guard."
233
            message[1] = "* The..."
234
            message[2] = "* ..."
235
            message[3] = "* Martlet."
236
            message[4] = "* What?"
237
            message[5] = "* I don't..."
238
            message[6] = "* ..."
239
            message[7] = "* There's gotta be a#  better job out there."
240
            message[8] = "* What's wrong with the#  Royal Guard?"
241
            message[9] = "* Besides building#  puzzles, all they do is#  sit around all day."
242
            message[10] = "* Practically tailor made#  for me!"
243
            message[11] = "* It isn't that simple."
244
            message[12] = "* ..."
245
            message[13] = "* On rare occasions,#  Guards have to do their#  job."
246
            message[14] = "* Their REAL job."
247
            message[15] = "* You're talking about#  humans, right?"
248
            message[16] = "* I'm aware."
249
            message[17] = "* But come on..."
250
            message[18] = "* It's gotta be like, a#  0.1% chance that I run#  into a human!"
251
            message[19] = "* And even if I did, I'm#  a good people-person. "
252
            message[20] = "* Escorting them through#  the Underground wouldn't#  be a problem."
253
            message[21] = "* Humans are dangerous!"
254
            message[22] = "* Whoa..."
255
            message[23] = "* They cannot be trusted#  and certainly not#  \"escorted.\""
256
            message[24] = "* Sorry, but you should#  not put yourself in#  harm's way."
257
            message[25] = "* What do you mean?"
258
            message[26] = "* Surely they can't ALL#  be bad... right?"
259
            message[27] = "* Have you heard of the#  Snowdin attack?"
260
            message[28] = "* Yeah..."
261
            message[29] = "* Well... I witnessed it."
262
            message[30] = "* One of the bleakest#  days of my life."
263
            message[31] = "* And veterans of the#  war... their stories... "
264
            message[32] = "* It had to be ten times#  worse."
265
            message[33] = "* ..."
266
            message[34] = "* Humans are merciless."
267
            message[35] = "* Incapable of decency in#  any form."
268
            prt[0] = 328
269
            prt[1] = 3032
270
            prt[2] = 1366
271
            prt[3] = 3396
272
            prt[4] = 333
273
            prt[5] = 2666
274
            prt[6] = 3331
275
            prt[7] = 3396
276
            prt[8] = 324
277
            prt[9] = 320
278
            prt[10] = 312
279
            prt[11] = 2666
280
            prt[12] = 3331
281
            prt[13] = 2666
282
            prt[14] = 3396
283
            prt[15] = 338
284
            prt[16] = 321
285
            prt[17] = 320
286
            prt[18] = 328
287
            prt[19] = 312
288
            prt[20] = 328
289
            prt[21] = 3331
290
            prt[22] = 333
291
            prt[23] = 3396
292
            prt[24] = 2666
293
            prt[25] = 329
294
            prt[26] = 317
295
            prt[27] = 3396
296
            prt[28] = 329
297
            prt[29] = 2666
298
            prt[30] = 2666
299
            prt[31] = 2666
300
            prt[32] = 2666
301
            prt[33] = 3331
302
            prt[34] = 3396
303
            prt[35] = 2666
304
            switch message_current
305
            {
306
                case 0:
307
                    noloop_message = 0
308
                    obj_chujin_npc.down_sprite_idle = 1254
309
                    break
310
                case 1:
311
                    obj_chujin_npc.down_sprite_idle = 3490
312
                    break
313
                case 2:
314
                    obj_chujin_npc.down_sprite_idle = 2988
315
                    break
316
                case 3:
317
                    obj_chujin_npc.down_sprite_idle = 3519
318
                    break
319
                case 4:
320
                    obj_martlet_npc.down_sprite_idle = 267
321
                    break
322
                case 5:
323
                    obj_chujin_npc.down_sprite_idle = 2262
324
                    break
325
                case 6:
326
                    obj_chujin_npc.down_sprite_idle = 2988
327
                    break
328
                case 8:
329
                    obj_martlet_npc.down_sprite_idle = 1770
330
                    break
331
                case 11:
332
                    obj_chujin_npc.down_sprite_idle = 2707
333
                    break
334
                case 12:
335
                    obj_chujin_npc.down_sprite_idle = 2988
336
                    break
337
                case 16:
338
                    obj_martlet_npc.down_sprite_idle = 3284
339
                    break
340
                case 17:
341
                    obj_martlet_npc.down_sprite_idle = 1770
342
                    break
343
                case 21:
344
                    if (noloop_message < message_current)
345
                    {
346
                        noloop_message = message_current
347
                        scr_screenshake
scr_screenshake

function scr_screenshake(argument0, argument1) //gml_Script_scr_screenshake { if instance_exists(obj_screenshake_player) return; with (instance_create(__view_get((9 << 0), 0).x, __view_get((9 << 0), 0).y, obj_screenshake_player)) { alarm[0] intensity = argument1 } }
(8, 2)
348
                        audio_play_sound(snd_ceroba_yell, 1, 0)
349
                    }
350
                    if (!audio_is_playing(mus_nothing_but_the_truth))
351
                        other.cutscene_music = audio_play_sound(mus_nothing_but_the_truth, 1, 0)
352
                    obj_chujin_npc.down_sprite_idle = 3519
353
                    obj_martlet_npc.down_sprite_idle = 267
354
                    break
355
                case 22:
356
                    obj_martlet_npc.down_sprite_idle = 2377
357
                    break
358
                case 25:
359
                    obj_martlet_npc.down_sprite_idle = 1770
360
                    obj_chujin_npc.down_sprite_idle = 2988
361
                    break
362
                case 27:
363
                    obj_chujin_npc.down_sprite_idle = 3208
364
                    break
365
                case 29:
366
                    obj_chujin_npc.down_sprite_idle = 3519
367
                    obj_martlet_npc.down_sprite_idle = 267
368
                    break
369
                case 30:
370
                    obj_chujin_npc.down_sprite_idle = 2988
371
                    break
372
                case 32:
373
                    obj_chujin_npc.down_sprite_idle = 2707
374
                    break
375
                case 33:
376
                    obj_chujin_npc.down_sprite_idle = 2988
377
                    obj_martlet_npc.down_sprite_idle = 1422
378
                    break
379
            }
380
381
        }
382
        break
383
    case 20:
384
        cutscene_advance()
385
        break
386
    case 21:
387
        cutscene_wait(1.25)
388
        obj_chujin_npc.down_sprite_idle = 3208
389
        break
390
    case 22:
391
        cutscene_wait(1.25)
392
        obj_martlet_npc.down_sprite_idle = 267
393
        break
394
    case 23:
395
        cutscene_dialogue()
396
        with (msg)
397
        {
398
            talker[0] = 92
399
            message[0] = "* Believe me."
400
            prt[0] = 3331
401
        }
402
        break
403
    case 24:
404
        cutscene_wait(1)
405
        break
406
    case 25:
407
        obj_chujin_npc.down_sprite_idle = 2988
408
        obj_martlet_npc.down_sprite_idle = 3284
409
        cutscene_wait(1)
410
        break
411
    case 26:
412
        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, 750)
413
        cutscene_dialogue()
414
        with (msg)
415
        {
416
            talker[0] = 1164
417
            talker[5] = 92
418
            talker[6] = 1164
419
            talker[7] = 92
420
            message[0] = "* ..."
421
            message[1] = "* If it makes you feel#  better..."
422
            message[2] = "* I'm not posted anywhere#  near the hot spots."
423
            message[3] = "* Well, it is a \"hot\"#  spot but..."
424
            message[4] = "* It's just Lab duty."
425
            message[5] = "* Guarding the Royal#  Scientist's almighty#  fortress?"
426
            message[6] = "* Yeah, that's all."
427
            message[7] = "* ...#"
428
            prt[0] = 317
429
            prt[1] = 329
430
            prt[2] = 320
431
            prt[3] = 329
432
            prt[4] = 320
433
            prt[5] = 3396
434
            prt[6] = 338
435
            prt[7] = 3331
436
            switch message_current
437
            {
438
                case 0:
439
                    obj_martlet_npc.down_sprite_idle = 267
440
                    break
441
                case 1:
442
                    obj_martlet_npc.down_sprite_idle = 1770
443
                    break
444
                case 5:
445
                    obj_martlet_npc.down_sprite_idle = 267
446
                    obj_chujin_npc.down_sprite_idle = 2262
447
                    break
448
                case 6:
449
                    obj_martlet_npc.down_sprite_idle = 1422
450
                    break
451
                case 7:
452
                    obj_chujin_npc.down_sprite_idle = 2988
453
                    break
454
            }
455
456
        }
457
        break
458
    case 27:
459
        cutscene_wait(2)
460
        break
461
    case 28:
462
        cutscene_dialogue()
463
        with (msg)
464
        {
465
            talker[0] = 92
466
            talker[1] = 1164
467
            message[0] = "* Why don't we just call#  it a day?"
468
            message[1] = "* Yeah..."
469
            message[2] = "* Probably for the#  best..."
470
            prt[0] = 2666
471
            prt[1] = 317
472
            prt[2] = 329
473
            switch message_current
474
            {
475
                case 0:
476
                    obj_chujin_npc.down_sprite_idle = 3519
477
                    break
478
                case 1:
479
                    obj_chujin_npc.down_sprite_idle = 2988
480
                    break
481
            }
482
483
        }
484
        break
485
    case 29:
486
        cutscene_wait(1.5)
487
        break
488
    case 30:
489
        draw_alpha = lerp(draw_alpha, 1, 0.05)
490
        if (draw_alpha >= 0.99)
491
        {
492
            draw_alpha = 1
493
            scene++
494
        }
495
        break
496
    case 31:
497
        cutscene_change_room(261, 0, 0, 0.1)
498
        break
499
}