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gml_Object_obj_newhome_03_cutscene_postfight_kill_Step_0

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1
if live_call()
2
    return global.live_result;
3
switch scene
4
{
5
    case -1:
6
        cutscene_camera_freeze(163, 240)
7
        break
8
    case 0:
9
        cutscene_wait(1.5)
10
        break
11
    case 1:
12
        cutscene_dialogue()
13
        with (msg)
14
        {
15
            talker[0] = 1169
16
            message[0] = "* Ugh..."
17
            prt[0] = 416
18
        }
19
        break
20
    case 2:
21
        cutscene_npc_action_sprite(1169, 693, 1, false)
22
        break
23
    case 3:
24
        cutscene_dialogue()
25
        with (msg)
26
        {
27
            talker[0] = 1169
28
            message[0] = "* Ceroba..."
29
            prt[0] = 416
30
        }
31
        break
32
    case 4:
33
        cutscene_advance()
34
        break
35
    case 5:
36
        cutscene_npc_direction(obj_starlo_npc, "up")
37
        break
38
    case 6:
39
        cutscene_wait(0.5)
40
        break
41
    case 7:
42
        instance_create_depth(obj_starlo_npc.x, (obj_starlo_npc.y - 40), -500, obj_cutscene_ex)
43
        cutscene_sfx_play(snd_encounter, 0.7)
44
        break
45
    case 8:
46
        cutscene_wait(0.8)
47
        break
48
    case 9:
49
        instance_destroy(obj_cutscene_ex)
50
        cutscene_npc_walk(1169, 192, obj_starlo_npc.y, 3, "x", "up")
51
        break
52
    case 10:
53
        cutscene_wait(0.5)
54
        break
55
    case 11:
56
        cutscene_npc_direction(obj_starlo_npc, "right")
57
        break
58
    case 12:
59
        cutscene_wait(0.5)
60
        break
61
    case 13:
62
        cutscene_npc_direction(obj_starlo_npc, "down")
63
        break
64
    case 14:
65
        cutscene_wait(0.5)
66
        break
67
    case 15:
68
        cutscene_npc_direction(obj_starlo_npc, "up")
69
        break
70
    case 16:
71
        cutscene_wait(0.5)
72
        break
73
    case 17:
74
        cutscene_npc_direction(obj_starlo_npc, "left")
75
        break
76
    case 18:
77
        cutscene_dialogue()
78
        with (msg)
79
        {
80
            talker[0] = 1169
81
            message[0] = "* Where is Ceroba!?"
82
            message[1] = "* Clover?"
83
            message[2] = "* Clover, where did she#  go?"
84
            prt[0] = 421
85
            prt[1] = 418
86
            prt[2] = 416
87
            ch_msg = 2
88
            ch[1] = "..."
89
            ch[2] = "I'm sorry"
90
            if (outcome == 1)
91
            {
92
                show_debug_message("peep")
93
                message[3] = "* You..."
94
                prt[3] = 416
95
            }
96
            if (outcome == 2)
97
            {
98
                message[3] = "* Sorry...?"
99
                prt[3] = 416
100
            }
101
            message[4] = "* ..."
102
            message[5] = "* No..."
103
            prt[4] = 420
104
            prt[5] = 416
105
        }
106
        break
107
    case 19:
108
        cutscene_npc_direction(obj_starlo_npc, "up")
109
        break
110
    case 20:
111
        cutscene_wait(0.5)
112
        break
113
    case 21:
114
        cutscene_npc_walk(1169, 163, 255, 2, "y", "up")
115
        break
116
    case 22:
117
        cutscene_npc_action_sprite(1169, 3725, 1, true, 0)
118
        break
119
    case 23:
120
        cutscene_wait(1)
121
        break
122
    case 24:
123
        cutscene_dialogue()
124
        with (msg)
125
        {
126
            talker[0] = 1169
127
            message[0] = "* You didn't."
128
            message[1] = "* You couldn't."
129
            prt[0] = 416
130
            prt[1] = 418
131
        }
132
        break
133
    case 25:
134
        cutscene_npc_action_sprite(1169, 2982, 1, true, 0)
135
        if (obj_starlo_npc.image_index >= 9)
136
            instance_destroy(obj_newhome_03_cutscene_mask)
137
        break
138
    case 26:
139
        cutscene_wait(1)
140
        break
141
    case 27:
142
        cutscene_npc_set_sprites(obj_starlo_npc, 345, 345, 695, 345, 345, 345, 345, 345)
143
        obj_starlo_npc.npc_direction = "down"
144
        obj_starlo_npc.action_sprite = false
145
        break
146
    case 28:
147
        cutscene_dialogue()
148
        with (msg)
149
        {
150
            talker[0] = 1169
151
            message[0] = "* She just ran away."
152
            message[1] = "* She ran to the lab,#  right?"
153
            prt[0] = 416
154
            prt[1] = 418
155
        }
156
        break
157
    case 29:
158
        cutscene_wait(0.5)
159
        break
160
    case 30:
161
        cutscene_npc_action_sprite(1164, 3388, 1, true, 0)
162
        break
163
    case 31:
164
        with (obj_cutscene_ex)
165
            instance_destroy()
166
        cutscene_dialogue()
167
        with (msg)
168
        {
169
            talker[0] = 1164
170
            message[0] = "* Wh..."
171
            message[1] = "* Where am I...?"
172
            prt[0] = 315
173
            prt[1] = 315
174
        }
175
        obj_player_npc.npc_direction = "left"
176
        break
177
    case 32:
178
        instance_create_depth(65, 255, -500, obj_cutscene_ex)
179
        cutscene_sfx_play(snd_encounter, 0.7)
180
        break
181
    case 33:
182
        if cutscene_npc_action_sprite(1164, 2970, 1, true, 0)
183
            obj_martlet_npc.action_sprite = false
184
        if (obj_martlet_npc.image_index > 9)
185
        {
186
            with (obj_cutscene_ex)
187
                instance_destroy()
188
        }
189
        break
190
    case 34:
191
        cutscene_dialogue()
192
        with (msg)
193
        {
194
            talker[0] = 1164
195
            message[0] = "* Clover!"
196
            prt[0] = 330
197
        }
198
        break
199
    case 35:
200
        cutscene_npc_walk(1164, (obj_player_npc.x - 30), obj_martlet_npc.y, 4, "x", "right")
201
        break
202
    case 36:
203
        cutscene_dialogue()
204
        with (msg)
205
        {
206
            talker[0] = 1164
207
            message[0] = "* Are you..."
208
            prt[0] = 322
209
            skippable = false
210
            message_timer = 20
211
        }
212
        break
213
    case 37:
214
        cutscene_instance_create(obj_martlet_npc.x, (obj_martlet_npc.y - 40), obj_cutscene_ex)
215
        audio_play_sound(snd_encounter, 1, 0)
216
        break
217
    case 38:
218
        cutscene_wait(0.3)
219
        break
220
    case 39:
221
        cutscene_npc_direction(obj_martlet_npc, "up")
222
        break
223
    case 40:
224
        cutscene_wait(0.5)
225
        break
226
    case 41:
227
        instance_destroy(obj_cutscene_ex)
228
        cutscene_advance()
229
        break
230
    case 42:
231
        cutscene_dialogue()
232
        with (msg)
233
        {
234
            talker[0] = 1164
235
            talker[3] = 1169
236
            talker[4] = 1164
237
            talker[6] = 1169
238
            talker[8] = 1164
239
            talker[12] = 1169
240
            talker[26] = 1164
241
            talker[37] = 1169
242
            message[0] = "* ..."
243
            message[1] = "* I'm so sorry."
244
            message[2] = "* We should've been here#  to help."
245
            message[3] = "* Help...?"
246
            message[4] = "* ..."
247
            message[5] = "* No one wanted it to end#  this way but..."
248
            message[6] = "* But what!?"
249
            message[7] = "* What the hell did#  Ceroba do to deserve#  this!?"
250
            message[8] = "* I didn't say she#  \"deserved\" anything but#  come on!"
251
            message[9] = "* Look what she did to#  us, and more#  importantly,"
252
            message[10] = "* What she was planning#  to do to Clover and#  Kanako!"
253
            message[11] = "* She was clearly"
254
            message[12] = "* She was lost!"
255
            message[13] = "* In her mind there was#  no other choice!"
256
            message[14] = "* ..."
257
            message[15] = "* All anyone ever sees is#  what they want to see."
258
            message[16] = "* They never stop to#  consider the \"why.\""
259
            message[17] = "* Maybe to you, she was#  only some violent threat#  but..."
260
            message[18] = "* Beneath the crisis, I#  saw her for who she#  truly was."
261
            message[19] = "* A compassionate,#  hardworking mother who#  lost everything."
262
            message[20] = "* Her hopes, her dreams..."
263
            message[21] = "* ..."
264
            message[22] = "* I knew her."
265
            message[23] = "* I knew her more than#  anyone."
266
            message[24] = "* She could've been#  talked down. Forgiven#  even. "
267
            message[25] = "* But she wasn't given#  the chance."
268
            message[26] = "* ..."
269
            message[27] = "* We tried. For a long#  time. "
270
            message[28] = "* We wanted peace."
271
            message[29] = "* You saw it."
272
            message[30] = "* Even when things#  escalated, we attempted#  to flee."
273
            message[31] = "* But she wanted us dead."
274
            message[32] = "* Going as far to back#  Clover into a corner,#  forcing them to..."
275
            message[33] = "* ..."
276
            message[34] = "* You're a lawman, right?"
277
            message[35] = "* I'm sorry but..."
278
            message[36] = "* Under these#  circumstances... Clover#  was just."
279
            message[37] = "* I don't know what#  \"just\" means anymore."
280
            message[38] = "* What's right, what's#  wrong..."
281
            message[39] = "* Who cares..."
282
            message[40] = "* All I know is that I...#  I lost my best friend#  tonight."
283
            message[41] = "* And the wind..."
284
            message[42] = "* It blew the dust away."
285
            message[43] = "* Like she didn't even#  matter..."
286
            prt[0] = 333
287
            prt[1] = 317
288
            prt[2] = 329
289
            prt[3] = 416
290
            prt[4] = 317
291
            prt[5] = 317
292
            prt[6] = 403
293
            prt[7] = 403
294
            prt[8] = 309
295
            prt[9] = 309
296
            prt[10] = 309
297
            prt[11] = 309
298
            prt[12] = 403
299
            prt[13] = 403
300
            prt[14] = 416
301
            prt[15] = 416
302
            prt[16] = 416
303
            prt[17] = 418
304
            prt[18] = 418
305
            prt[19] = 418
306
            prt[20] = 406
307
            prt[21] = 406
308
            prt[22] = 416
309
            prt[23] = 416
310
            prt[24] = 418
311
            prt[25] = 418
312
            prt[26] = 317
313
            prt[27] = 317
314
            prt[28] = 329
315
            prt[29] = 317
316
            prt[30] = 317
317
            prt[31] = 315
318
            prt[32] = 315
319
            prt[33] = 329
320
            prt[34] = 321
321
            prt[35] = 338
322
            prt[36] = 321
323
            prt[37] = 418
324
            prt[38] = 418
325
            prt[39] = 416
326
            prt[40] = 416
327
            prt[41] = 416
328
            prt[42] = 416
329
            prt[43] = 416
330
            if (message_current == 1)
331
                obj_martlet_npc.npc_direction = "right"
332
            if (message_current == 3)
333
            {
334
                obj_player_npc.npc_direction = "up"
335
                obj_martlet_npc.npc_direction = "up"
336
            }
337
            if (message_current == 11)
338
            {
339
                skippable = false
340
                message_timer = 10
341
            }
342
            else
343
            {
344
                skippable = true
345
                message_timer = -1
346
            }
347
        }
348
        break
349
    case 43:
350
        cutscene_wait(1)
351
        break
352
    case 44:
353
        cutscene_dialogue()
354
        with (msg)
355
        {
356
            talker[0] = 1169
357
            message[0] = "* To the law, maybe you#  are justified in what#  you've done."
358
            message[1] = "* But to me... you're#  lower than dirt."
359
            prt[0] = 416
360
            prt[1] = 418
361
        }
362
        break
363
    case 45:
364
        cutscene_wait(1)
365
        break
366
    case 46:
367
        if (obj_starlo_npc.y > (obj_martlet_npc.y - 40))
368
            obj_martlet_npc.npc_direction = "right"
369
        cutscene_npc_walk(1169, obj_starlo_npc.x, (obj_player_npc.y - 30), 1, "y", "down")
370
        break
371
    case 47:
372
        cutscene_wait(1)
373
        break
374
    case 48:
375
        cutscene_npc_walk_relative(1168, 30, 0, 2, "x", "left")
376
        break
377
    case 49:
378
        if (obj_starlo_npc.y > (obj_martlet_npc.y + 40))
379
        {
380
            obj_martlet_npc.npc_direction = "down"
381
            obj_player_npc.npc_direction = "down"
382
        }
383
        cutscene_npc_walk(1169, obj_starlo_npc.x, 340, 1, "y", "down")
384
        break
385
    case 50:
386
        cutscene_wait(1)
387
        break
388
    case 51:
389
        cutscene_dialogue()
390
        with (msg)
391
        {
392
            talker[0] = 1169
393
            message[0] = "* ..."
394
            message[1] = "* I could report your#  location..."
395
            message[2] = "* Or try to get#  revenge..."
396
            message[3] = "* But I know that would#  only spell more trouble#  for me."
397
            message[4] = "* ..."
398
            message[5] = "* All I can do now is ask#  myself why."
399
            message[6] = "* Why did I hesitate to#  fire that last bullet?"
400
            prt[0] = 416
401
            prt[1] = 416
402
            prt[2] = 416
403
            prt[3] = 416
404
            prt[4] = 416
405
            prt[5] = 416
406
            prt[6] = 418
407
        }
408
        break
409
    case 52:
410
        cutscene_npc_walk(1169, obj_starlo_npc.x, 420, 1, "y", "down")
411
        break
412
    case 53:
413
        cutscene_wait(1)
414
        break
415
    case 54:
416
        cutscene_npc_direction(obj_martlet_npc, "right")
417
        break
418
    case 55:
419
        cutscene_dialogue()
420
        with (msg)
421
        {
422
            talker[0] = 1164
423
            message[0] = "* ..."
424
            message[1] = "* I'm... sorry you had to#  go through all of this."
425
            message[2] = "* Maybe if we took a#  different route in#  Waterfall..."
426
            message[3] = "* Made different#  choices..."
427
            message[4] = "* You wouldn't have been#  put in this situation."
428
            message[5] = "* ..."
429
            message[6] = "* This spiraled way out#  of control but..."
430
            message[7] = "* There's no changing it#  now."
431
            message[8] = "* Only thing left to do#  is get you home."
432
            message[9] = "* You deserve it."
433
            prt[0] = 315
434
            prt[1] = 317
435
            prt[2] = 329
436
            prt[3] = 329
437
            prt[4] = 317
438
            prt[5] = 317
439
            prt[6] = 317
440
            prt[7] = 315
441
            prt[8] = 329
442
            prt[9] = 320
443
            if (message_current == 1)
444
                obj_player_npc.npc_direction = "left"
445
        }
446
        break
447
    case 56:
448
        cutscene_npc_walk(1164, (obj_player_npc.x + 30), obj_player_npc.y, 3, "x", "left")
449
        break
450
    case 57:
451
        global.party_member = 1170
452
        actor_follower = 1164
453
        obj_pl.direction = 180
454
        cutscene_actor_into_follower()
455
        break
456
    case 58:
457
        cutscene_dialogue()
458
        with (msg)
459
        {
460
            sndfnt = 102
461
            message[0] = "* Let's go to the Castle."
462
            prt[0] = 321
463
        }
464
        break
465
    case 59:
466
        instance_destroy(obj_starlo_npc)
467
        cutscene_camera_move(obj_pl.x, obj_pl.y, 1, 0)
468
        break
469
    case 60:
470
        instance_destroy(obj_starlo_npc)
471
        global.hotland_flag[10] = 1
472
        layer_set_visible("overlay_2", false)
473
        cutscene_camera_reset(true)
474
        cutscene_end()
475
        break
476
}