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gml_Object_obj_martlet_snowdin_21_Step_0

(view raw script w/o annotations or w/e)
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event_inherited()
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if (global.snowdin_flag[13] == 0)
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{
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    switch scene
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    {
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        case 0:
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            if (sprite_index == spr_martlet_wake && floor(image_index) == 3)
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            {
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                if (!instance_exists(obj_cutscene_ex))
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                {
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                    instance_create(x, (y - 29), obj_cutscene_ex)
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                    audio_play_sound(snd_martlet_wake, 1, 0)
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                }
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            }
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            if (image_index >= (image_number - 1))
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            {
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                if (sprite_index == spr_martlet_wake)
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                {
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                    sprite_index = spr_martlet_stand_up
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                    image_index = 0
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                    instance_destroy(obj_cutscene_ex)
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                }
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            }
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            if (sprite_index == spr_martlet_stand_up)
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            {
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                if (image_index >= image_number)
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                {
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                    action_sprite = false
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                    image_speed = 0.2
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                    scene++
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                }
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            }
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            break
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        case 1:
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            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
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            is_talking = true
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            with (msg)
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            {
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                position = 0
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                sndfnt = 102
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                message[0] = "* Hm? Oh, uh, hello!"
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                message[1] = "* Sorry, I don't know#  where my head was right#  there."
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                message[2] = "* It seems I have#  a summer home in lala#  land these days!"
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                message[3] = "* You look a bit lost,#  are you looking for#  directions?"
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                message[4] = "* I'll let you in on a#  little secret,"
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                message[5] = "* I'm not actually an#  information kiosk!"
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                message[6] = "* I know this place like#  the back of my wing#  though!"
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                message[7] = "* I don't get#  lost much at all#  anymore!"
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                message[8] = "* I can get you#  wherever you want to go!"
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                message[9] = "* Wait..."
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                message[10] = "* I'm gonna take a shot#  in the dark here, but..."
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                message[11] = "* You're human! Right?"
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                message[12] = "* I knew it! I knew I'd#  find a human! You must#  be human! Right? Right? "
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                message[13] = "* You look just like this#  guy on this poster I#  saw once!"
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                message[14] = "* He had a hat#  just like you!"
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                message[15] = "* And he was totally human,#  so, like,"
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                message[16] = "* transitive property or#  something like that?"
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                message[17] = "* Actually, I think he#  was from space... are#  there space humans?"
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                message[18] = "* You know what, I'll#  have plenty of time to#  ask you questions later."
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                prt[0] = 333
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                prt[1] = 323
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                prt[2] = 318
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                prt[3] = 331
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                prt[4] = 313
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                prt[5] = 313
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                prt[6] = 331
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                prt[7] = 312
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                prt[8] = 312
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                prt[9] = 334
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                prt[10] = 335
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                prt[11] = 313
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                prt[12] = 313
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                prt[13] = 318
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                prt[14] = 318
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                prt[15] = 312
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                prt[16] = 312
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                prt[17] = 324
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                prt[18] = 313
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            }
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            scene++
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            break
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        case 2:
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            if (!instance_exists(obj_dialogue))
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            {
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                x_dest[0] = 280
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                y_dest[0] = y
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                x_dest[1] = 220
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                y_dest[1] = 200
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                axis_override = "y"
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                can_walk = true
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                if npc_arrived
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                {
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                    can_walk = false
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                    scene++
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                }
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            }
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            break
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        case 3:
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            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
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            is_talking = true
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            with (msg)
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            {
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                prt = false
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                sndfnt = 102
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                message[0] = "* Are you ready for some#  Royal Guard protocol?"
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                message[1] = "* I hope you are, 'cause#  I memorized it!"
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                prt[0] = 313
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                prt[1] = 313
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            }
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            scene++
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            break
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        case 4:
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            if (!instance_exists(obj_dialogue))
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            {
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                action_sprite = true
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                sprite_index = spr_martlet_book
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                image_index = 0
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                image_speed = 0.2
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                scene++
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            }
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            break
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        case 5:
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            if (image_index >= (image_number - 1))
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            {
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                image_speed = 0
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                sprite_index = spr_martlet_book_talk
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                alarm[1] = 30
alarm[1]

instance_create(obj_pl.x, obj_pl.y, obj_heart_initiate_battle) global.battle_enemy_name = "martlet pacifist" global.battling_enemy = false global.battling_boss = true global.battle_start = true global.current_room_overworld = room_get_name(room) if (global.geno_complete[2] == false && global.route == 3) global.route = 1
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                scene++
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            }
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            break
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    }
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}
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if (global.snowdin_flag[13] == 1)
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{
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    switch scene
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    {
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        case 1:
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            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
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            is_talking = true
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            with (msg)
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            {
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                sndfnt = 102
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                message[0] = "* If the Royal Guard#  doesn't know you're#  here..."
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                message[1] = "* ...they won't know I#  broke protocol!"
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                message[2] = "* Instead, we'll just get#  you home before any of#  them see you!"
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                message[3] = "* You'll be home in time#  for dinner!"
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                message[4] = "* ..."
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                message[5] = "* I mean... maybe not#  TODAY'S dinner, but for#  sure A dinner!"
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                message[6] = "* Anyway, we'll bypass the#  Royal Guard and plead#  your case to ASGORE!"
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                message[7] = "* There's no way he can#  say no to a cute little#  face like yours!"
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                message[8] = "* Meet me up ahead and#  I'll show you my plan#  to get you home!"
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                prt[0] = 328
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                prt[1] = 318
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                prt[2] = 328
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                prt[3] = 328
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                prt[4] = 321
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                prt[5] = 338
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                prt[6] = 328
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                prt[7] = 318
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                prt[8] = 312
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            }
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            scene++
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            break
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        case 2:
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            if (!instance_exists(obj_dialogue))
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            {
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                can_walk = true
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                x_dest[0] = 280
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                y_dest[0] = -30
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                axis_override = "x"
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                if npc_arrived
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                {
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                    npc_arrived = false
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                    scene++
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                }
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            }
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            break
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        case 3:
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            if (y < 0)
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            {
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                if scr_camera_move
scr_camera_move

function scr_camera_move(argument0, argument1, argument2) //gml_Script_scr_camera_move { if (!instance_exists(obj_camera)) { instance_create(__view_get((9 << 0), 0).x, __view_get((9 << 0), 0).y, obj_camera) __view_set((9 << 0), 0, 1120) } else { obj_camera.x = __view_get((9 << 0), 0).x obj_camera.y = __view_get((9 << 0), 0).y __view_set((9 << 0), 0, 1120) } obj_camera.move = true obj_camera.xx = argument0 obj_camera.yy = argument1 obj_camera.spd = argument2 if (abs(argument0 - obj_camera.x) <= argument2 && abs(argument1 - obj_camera.y) <= argument2) return true; else return false; }
(obj_pl.x, obj_pl.y, 2)
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                {
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                    global.snowdin_flag[14] = 1
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                    __view_set((9 << 0), 0, 1031)
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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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                    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_camera)
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                    instance_destroy()
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                }
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            }
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            break
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    }
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}
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if (global.snowdin_flag[13] == 2)
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{
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    switch scene
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    {
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        case 1:
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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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            action_sprite = true
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            sprite_index = spr_martlet_fly_away
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            image_speed = 0.4
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            scene++
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            break
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        case 2:
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            if (image_index >= (image_number - 1))
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            {
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                image_speed = 0
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                if scr_camera_move
scr_camera_move

function scr_camera_move(argument0, argument1, argument2) //gml_Script_scr_camera_move { if (!instance_exists(obj_camera)) { instance_create(__view_get((9 << 0), 0).x, __view_get((9 << 0), 0).y, obj_camera) __view_set((9 << 0), 0, 1120) } else { obj_camera.x = __view_get((9 << 0), 0).x obj_camera.y = __view_get((9 << 0), 0).y __view_set((9 << 0), 0, 1120) } obj_camera.move = true obj_camera.xx = argument0 obj_camera.yy = argument1 obj_camera.spd = argument2 if (abs(argument0 - obj_camera.x) <= argument2 && abs(argument1 - obj_camera.y) <= argument2) return true; else return false; }
(obj_pl.x, obj_pl.y, 2)
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                {
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                    global.snowdin_flag[14] = 1
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                    __view_set((9 << 0), 0, 1031)
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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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                    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()
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                }
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            }
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            break
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    }
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}