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gml_Object_obj_menu_flowey_pacifist_Step_0

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1
if live_call()
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    return global.live_result;
3
if (waiter == 1)
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    return;
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switch scene
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{
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    case 0:
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        if (obj_ending_flowey.image_index <= 0)
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        {
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            obj_ending_flowey.sprite_index = flowey_nice
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            obj_ending_flowey.y += 22
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            scene++
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        }
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        break
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    case 1:
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        cutscene_wait(1)
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        break
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    case 2:
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        if (!instance_exists(obj_dialogue_flowey_ending))
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            instance_create(x, y, obj_dialogue_flowey_ending)
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        else if (global.dialogue_open == false)
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        {
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            cutscene_advance()
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            return;
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        }
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        else
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        {
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            with (obj_dialogue_flowey_ending)
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            {
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                sndfnt = 96
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                talker[0] = 2628
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                message[0] = "Well..."
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                message[1] = "Here we are again. Of#course."
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                message[2] = "Sigh..."
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                message[3] = "There's gotta be SOME#way to get what I need."
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                message[4] = "Clover's competent...#enough, but still..."
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                message[5] = "Nothing ever works out#when it comes to them."
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                message[6] = "Hmm..."
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                message[7] = "I could reset and try#my luck again..."
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                message[8] = "Or..."
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                message[9] = "I could accept this#outcome and wait."
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                message[10] = "The King is only one#SOUL away now."
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                message[11] = "It might be a good idea#to piggyback off the#next human instead."
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                message[12] = "But..."
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                message[13] = "Who knows how long#that will take and#even worse,"
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                message[14] = "If the next human would#have the will to do what#Clover couldn't."
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                message[15] = "Decisions decisions..."
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                message[16] = "Let me think..."
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                prt[0] = 347
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                prt[1] = 348
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                prt[2] = 353
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                prt[3] = 353
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                prt[4] = 352
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                prt[5] = 353
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                prt[6] = 353
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                prt[7] = 352
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                prt[8] = 353
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                prt[9] = 347
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                prt[10] = 347
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                prt[11] = 348
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                prt[12] = 353
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                prt[13] = 353
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                prt[14] = 352
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                prt[15] = 353
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                prt[16] = 353
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            }
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        }
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        break
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    case 3:
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        choice_alpha += 0.01
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        if (choice_alpha >= 0.8)
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        {
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            audio_play_sound(snd_mainmenu_select, 1, 0)
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            choice_alpha = 1
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            cutscene_advance()
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        }
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        break
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    case 4:
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        if (choice == 0)
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        {
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            if (global.left_keyp && p[2] == true)
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            {
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                p[2] = false
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                p[1] = true
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                audio_play_sound(snd_mainmenu_select, 1, 0)
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            }
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            if (global.right_keyp && p[1] == true)
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            {
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                p[2] = true
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                p[1] = false
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                audio_play_sound(snd_mainmenu_select, 1, 0)
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            }
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            if (keyboard_multicheck_pressed(0) == true)
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            {
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                audio_play_sound(snd_confirm, 1, 0)
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                if (p[1] == true)
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                    choice = 1
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                if (p[2] == true)
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                    choice = 2
100
            }
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        }
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        else if instance_exists(obj_ending_flowey)
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        {
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            obj_ending_flowey.sprite_index = flowey_nice
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            choice_alpha -= 0.15
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            if (choice_alpha <= 0)
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                cutscene_advance()
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        }
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        break
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    case 5:
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        cutscene_wait(0.5)
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        break
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    case 6:
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        if (obj_ending_flowey.sprite_index != spr_flowey_enter)
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        {
116
            obj_ending_flowey.y -= 22
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            obj_ending_flowey.sprite_index = spr_flowey_enter
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            obj_ending_flowey.image_index = obj_ending_flowey.image_number - 1
119
            obj_ending_flowey.image_speed = -0.25
120
        }
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        if (obj_ending_flowey.image_index <= 0)
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        {
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            instance_destroy(obj_ending_flowey)
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            if (choice == 1)
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            {
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                audio_play_sound(mus_cymbal, 10, 0)
127
                alarm[1] = 1
alarm[1]

alarm[1] = 1 __view_set((0 << 0), 0, ((__view_get((0 << 0), 0)) + (random_range((-sh), sh)))) __view_set((1 << 0), 0, ((__view_get((1 << 0), 0)) + (random_range((-sh), sh)))) sh += 0.01
128
                instance_create(0, 0, obj_transition_white)
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                if file_exists("Save.sav")
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                    file_delete("Save.sav")
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                ini_open("Save02.sav")
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                ini_write_real("00", "02", 0)
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                ini_write_real("00", "03", 0)
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                ini_write_real("00", "04", 0)
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                ini_close()
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                instance_destroy()
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                scene++
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            }
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            else
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                game_end()
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        }
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        break
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}