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gml_Object_obj_newhome_03_cutscene_postfight_spare_Create_0

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if live_call()
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    return global.live_result;
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layer_set_visible("overlay_2", true)
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with (instance_create(162, 240, obj_ceroba_npc))
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{
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    action_sprite = true
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    sprite_index = spr_pacifist_ending_ceroba_look
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    image_speed = 0
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    image_index = 0
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}
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with (instance_create(227, 297, obj_starlo_npc))
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{
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    action_sprite = true
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    sprite_index = spr_pacifist_ending_starlo_getup
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    image_speed = 0
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    image_index = 0
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    up_sprite = 207
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    right_sprite = 237
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    down_sprite = 240
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    left_sprite = 236
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    up_sprite_idle = 206
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    right_sprite_idle = 235
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    down_sprite_idle = 230
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    left_sprite_idle = 232
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    npc_direction = "left"
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}
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with (instance_create(102, 298, obj_martlet_npc))
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{
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    action_sprite = true
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    sprite_index = spr_pacifist_ending_martlet_getting_up
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    image_speed = 0
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    image_index = 0
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    npc_direction = "right"
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}
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with (instance_create(162, 300, obj_player_npc))
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    npc_direction = "up"
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obj_pl.x = 162
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obj_pl.y = 300
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scene = -1
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cutscene_timer = 0
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cutscene_music = 0
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overlay_alpha = 0
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circle_alpha = 1
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white_overlay_radius = 0
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clover_overlay_alpha = 0
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clover_overlay_alpha_dark = 0
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clover_shake_intensity = 0
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clover_crawl_speed = 0
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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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zen_dialogue_gain = 1
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offset_y_current = 0
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offset_y_scroll_speed = 0.5
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global.party_member = -4
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scr_determine_save_area
scr_determine_save_area

function scr_determine_save_area() //gml_Script_scr_determine_save_area { var current_room = room_get_name(room) switch current_room { case "rm_darkruins_03": current_save_number = 1 global.saveroom = "Dark Ruins - Entrance" break case "rm_darkruins_08": current_save_number = 2 global.saveroom = "Dark Ruins - Atrium" break case "rm_darkruins_10": current_save_number = 3 global.saveroom = "Dark Ruins - Cliff" break case "rm_darkruins_12": current_save_number = 4 global.saveroom = "Dark Ruins - Puzzle" break case "rm_darkruins_16": current_save_number = 5 global.saveroom = "Dark Ruins - Hall" break case "rm_snowdin_03_yellow": current_save_number = 1 global.saveroom = "Snowdin - Delta Rock" break case "rm_snowdin_08_yellow": current_save_number = 2 global.saveroom = "Snowdin - Ruined Shack" break case "rm_snowdin_12_yellow": current_save_number = 3 global.saveroom = "Snowdin - Pathway" break case "rm_snowdin_14_yellow": current_save_number = 4 global.saveroom = "Snowdin - Resort" break case "rm_snowdin_20_yellow": current_save_number = 5 global.saveroom = "Snowdin - Corridor" break case "rm_dunes_02": current_save_number = 1 global.saveroom = "Dunes - Cave" break case "rm_dunes_08": current_save_number = 2 global.saveroom = "Dunes - Tree" break case "rm_dunes_14": current_save_number = 3 global.saveroom = "Mines - Elevator" break case "rm_dunes_20": current_save_number = 4 global.saveroom = "Mines - Minecart" break case "rm_dunes_25": current_save_number = 5 global.saveroom = "Dunes - Mountaintop" break case "rm_dunes_28": current_save_number = 6 global.saveroom = "Dunes - Playground" break case "rm_dunes_34": current_save_number = 7 global.saveroom = "Dunes - Well" break case "rm_dunes_37": current_save_number = 8 global.saveroom = "Wild East - Town" break case "rm_dunes_39": current_save_number = 9 global.saveroom = "Wild East - Outskirts" break case "rm_dunes_41": current_save_number = 10 global.saveroom = "Wild East - Sunnyside" break case "rm_steamworks_05": current_save_number = 11 global.saveroom = "Steamw. - Generator" break case "rm_steamworks_09": current_save_number = 12 global.saveroom = "Steamw. - Raised Path" break case "rm_steamworks_15": current_save_number = 13 global.saveroom = "Steamw. - Lake" break case "rm_steamworks_19": current_save_number = 14 global.saveroom = "Steamw. - Offices" break ...
()
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scr_savegame
scr_savegame

function scr_savegame() //gml_Script_scr_savegame { if file_exists("Save.sav") file_delete("Save.sav") ini_open("Save.sav") var SavedRoom = room_get_name(room) ini_write_string("Save1", "room", SavedRoom) ini_write_real("Save1", "pX", obj_pl.x) ini_write_real("Save1", "pY", obj_pl.y) ini_write_real("Save1", "dir", obj_pl.direction) SavedRoom = room ini_write_real("Save1", "HP", global.current_hp_self) ini_write_real("Save1", "MAXHP", global.max_hp_self) ini_write_real("Save1", "PP", global.current_pp_self) ini_write_real("Save1", "MAXPP", global.max_pp_self) ini_write_real("Save1", "SP", global.current_sp_self) ini_write_real("Save1", "MAXSP", global.max_sp_self) ini_write_real("Save1", "RP", global.current_rp_self) ini_write_real("Save1", "MAXRP", global.max_rp_self) ini_write_real("Save1", "AT - Primary", global.player_attack) ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack) ini_write_real("Save1", "DFP", global.player_defense) ini_write_real("Save1", "DFS", global.player_armor_modifier_defense) ini_write_real("Save1", "LV", global.player_level) ini_write_real("Save1", "EXP", global.player_exp) ini_write_real("Save1", "Gold", global.player_gold) ini_write_string("Save1", "Armor", global.player_armor) ini_write_string("Save1", "Weapon", global.player_weapon) ini_write_string("Save1", "Ammo", global.player_weapon_modifier) ini_write_string("Save1", "Accessory", global.player_armor_modifier) ini_write_string("Save1", "rmName", global.saveroom) ini_write_string("Save1", "playerSprite", global.player_sprites) ini_write_real("Save1", "playerCanRun", global.player_can_run) if (global.party_member == noone) ini_write_string("Save1", "Follower", "noone") else ini_write_string("Save1", "Follower", object_get_name(global.party_member)) ini_write_real("Save1", "Satchel", global.player_has_satchel) ini_write_real("Save1", "FTravel", global.player_can_travel) scr_determine_playtime() ini_write_real("Playtime", "Seconds", global.elapsed_seconds) var ds_list_encounters = ds_list_write(global.encounter_list) ini_write_string("Encounters", "0", ds_list_encounters) var ds_list_steal = ds_list_write(global.steal_list) ini_write_string("Steal", "0", ds_list_steal) var ds_list_fasttravel = ds_list_write(global.fast_travel_list) ini_write_string("FastTravel", "0", ds_list_fasttravel) var inv1 = global.item_slot[1] ini_write_string("Items", "00", global.item_slot[1]) ini_write_string("Items", "01", global.item_slot[2]) ini_write_string("Items", "02", global.item_slot[3]) ini_write_string("Items", "03", global.item_slot[4]) ini_write_string("Items", "04", global.item_slot[5]) ini_write_string("Items", "05", global.item_slot[6]) ini_write_string("Items", "06", global.item_slot[7]) ini_write_string("Items", "07", global.item_slot[8]) var ds_list_string = ds_list_write(global.box_slot_list) ini_write_string("DBox", "0", ds_list_string) ini_write_real("Misc", "01", global.tinypuzzle) for (var i = 0; i < array_length_1d(global.ruins_flag); i++) ini_write_real("RuinsFlags", string(i), global.ruins_flag[i]) for (i = 0; i < array_length_1d(global.flag); i++) ini_write_real("Flags", string(i), global.flag[i]) for (i = 0; i < array_length_1d(global.snowdin_flag); i++) ini_write_real("SnowdinFlags", string(i), global.snowdin_flag[i]) for (i = 0; i < array_length_1d(global.dunes_flag); i++) ini_write_real("DunesFlags", string(i), global.dunes_flag[i]) for (i = 0; i < array_length_1d(global.dunes_flag_ext); i++) ini_write_real("DunesFlagsExt", string(i), global.dunes_flag_ext[i]) for (i = 0; i < array_length_1d(global.sworks_flag); i++) ini_write_real("SworksFlags", string(i), global.sworks_flag[i]) ini_write_string("SworksFlags", "code", global.factory_code) ds_list_string = ds_list_write(global.factory_code_2) ini_write_string("SworksFlags", "code2", ds_list_string) ini_write_string("SworksFlags", "code3", global.factory_code_3) ini_write_real("SworksFlags", "RbCount", global.sworks_robot_count) for (i = 0; i < global.sworks_robot_count; i++) { ini_write_real("RbSprite", string(i), global.sworks_robot_sprite[i]) ini_write_real("RbX", string(i), global.sworks_robot_x[i]) ini_write_real("RbY", string(i), global.sworks_robot_y[i]) ini_write_real("RbD", string(i), global.sworks_robot_depth[i]) ini_write_real("RbS", string(i), global.sworks_robot_scale[i]) ini_write_real("RbA", string(i), global.sworks_robot_angle[i]) } ini_write_string("SworksFlags", "sworks_id", ds_grid_write(global.sworks_id_grid)) for (i = 0; i < array_length_1d(global.item_stock); i++) ini_write_real("ItemStock", string(i), global.item_stock[i]) for (i = 0; i < array_length_1d(global.hotland_flag); i++) ini_write_real("HotlandFlags", string(i), global.hotland_flag[i]) for (i = 0; i < array_length_1d(global.flowey_flag); i++) ini_write_real("FloweyFlags", string(i), global.flowey_flag[i]) ini_write_real("FloweyFlags", "savenumber", global.flowey_save_number) ini_write_real("FloweyFlags", "savecount", global.save_count) for (i = 0; i < array_length_1d(global.extra_flag); i++) ini_write_real("ExtraFlags", string(i), global.extra_flag[i]) for (i = 0; i < array_length_1d(global.mail_flag); i++) ini_write_real("MailFlags", string(i), global.mail_flag[i]) ds_list_string = ds_list_write(global.mail_list) ini_write_string("Mail", "0", ds_list_string) ds_list_string = ds_list_write(global.mail_unclaimed_list) ...
()