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gml_Object_obj_npc_martlet_jail_Step_0

(view raw script w/o annotations or w/e)
1
event_inherited()
2
if live_call()
3
    return global.live_result;
4
var actor_martlet = object_index
5
if (global.dunes_flag_ext[4] == 0)
6
{
7
    switch scene
8
    {
9
        case 0:
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            if (obj_pl.x > 160)
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                cutscene_advance()
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            break
13
        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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            cutscene_npc_direction(actor_martlet, "left")
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            break
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        case 2:
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            cutscene_dialogue()
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            with (msg)
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            {
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                talker[0] = actor_martlet
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                message[0] = "* Clover!"
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                message[1] = "* I knew I could count on#  you!"
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                message[2] = "* So, me getting out of#  here..."
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                message[3] = "* Any luck?"
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                prt[0] = 333
27
                prt[1] = 318
28
                prt[2] = 320
29
                prt[3] = 320
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                ch_msg = 3
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                ch[1] = "Soon"
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                ch[2] = "No, sorry"
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                if (outcome == 1)
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                {
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                    message[4] = "* Let's hope!"
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                    message[5] = "* Thanks for being#  positive. This is super#  ridiculous."
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                    message[6] = "* Anyway..."
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                    prt[4] = 317
39
                    prt[5] = 320
40
                    prt[6] = 321
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                }
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                if (outcome == 2)
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                {
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                    message[4] = "* It's OK. I knew it would#  be difficult."
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                    message[5] = "* This is infuriating."
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                    message[6] = "* Anyway..."
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                    prt[4] = 317
48
                    prt[5] = 315
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                    prt[6] = 321
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                }
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            }
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            break
53
        case 3:
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            cutscene_npc_direction(actor_martlet, "down")
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            global.dunes_flag_ext[4] += 1
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            interact = true
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            waiter = 1
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            scene = 0
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            break
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    }
61
62
}
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else if (scene > 0)
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{
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    switch scene
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    {
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        case 1:
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            cutscene_dialogue()
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            with (msg)
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            {
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                talker[0] = actor_martlet
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                message[0] = "* I've been wondering how#  this situation will#  affect my job."
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                message[1] = "* Oh, that's right! I#  still have my handbook!"
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                prt[0] = 317
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                prt[1] = 333
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            }
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            break
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        case 2:
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            cutscene_npc_action_sprite(object_index, 874, 0.3, true, 0)
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            break
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        case 3:
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            cutscene_dialogue()
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            with (msg)
84
            {
85
                talker[0] = actor_martlet
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                message[0] = "* Let's see here..."
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                message[1] = "* \"In case of injury,#  illness, imprisonment,#  loss of this handbook..."
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                message[2] = "* Or another misfortune#  rendering you unable to#  perform your duties..."
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                message[3] = "* Please report to the#  leader of the Royal#  Guard immediately."
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                message[4] = "* Failure to do so...\""
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                message[5] = "* ..."
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                message[6] = "* Oh..."
93
                prt[0] = 334
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                prt[1] = 324
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                prt[2] = 324
96
                prt[3] = 323
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                prt[4] = 330
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                prt[5] = 330
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                prt[6] = 332
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            }
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            break
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        case 4:
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            cutscene_npc_action_sprite_reverse(object_index, 874, 0.3, false)
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            break
105
        case 5:
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            cutscene_dialogue()
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            with (msg)
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            {
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                talker[0] = actor_martlet
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                message[0] = "* Let's just say the#  book wasn't very#  helpful."
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                prt[0] = 323
112
            }
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            break
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        case 6:
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            martlet_second_cutscene = false
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            npc_flag = 6
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            scene = 0
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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 }
()
119
            break
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    }
121
122
}
123
if (interact && waiter == 0)
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    waiter = 1
125
if (waiter == 1)
126
{
127
    if (global.dunes_flag[20] == 1)
128
    {
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        if (npc_flag == 0)
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        {
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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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            with (msg)
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            {
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                talker[0] = actor_martlet
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                message[0] = "* That \"sheriff\" North#  Star? Was it?"
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                message[1] = "* What a jerk!"
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                message[2] = "* I tried to fight for#  you, I really did."
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                message[3] = "* His hooligans were too#  strong and tossed me in#  here."
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                message[4] = "* Knowing that, I don't#  think force will do much#  good."
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                message[5] = "* There's gotta be a#  level-headed monster#  around here."
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                message[6] = "* One that knows this is#  unjust and will free me."
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                message[7] = "* When that time comes#  I'll... I'll..."
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                message[8] = "* Who am I kidding? I#  couldn't press charges#  or ANYTHING!"
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                message[9] = "* I talk big but we're#  cornered."
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                message[10] = "* ASGORE or another guard#  finding out about you#  would be the end."
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                message[11] = "* Sigh..."
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                message[12] = "* Well, North Star seems#  pretty enthusiastic#  about all of this."
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                message[13] = "* Maybe by playing along,#  you can gain his favor#  and set me free!"
149
                message[14] = "* I don't know... just#  play it cool for now. "
150
                message[15] = "* I'll be here... "
151
                message[16] = "* Ugh. What a day."
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                prt[0] = 308
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                prt[1] = 308
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                prt[2] = 317
155
                prt[3] = 329
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                prt[4] = 317
157
                prt[5] = 317
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                prt[6] = 321
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                prt[7] = 309
160
                prt[8] = 329
161
                prt[9] = 317
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                prt[10] = 317
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                prt[11] = 329
164
                prt[12] = 338
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                prt[13] = 321
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                prt[14] = 338
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                prt[15] = 321
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                prt[16] = 336
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            }
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            npc_flag = 1
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        }
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        else if (npc_flag == 1)
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        {
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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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            with (msg)
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            {
177
                talker[0] = actor_martlet
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                message[0] = "* We'll make it through#  this, Clover. I know it!"
179
                prt[0] = 320
180
            }
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        }
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    }
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    if (global.dunes_flag[20] == 3)
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    {
185
        if (npc_flag < 2)
186
            npc_flag = 2
187
        if (npc_flag == 2)
188
        {
189
            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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            with (msg)
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            {
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                talker[0] = actor_martlet
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                message[0] = "* It's so boring in here."
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                message[1] = "* Could they at least give#  me something to do?"
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                message[2] = "* All I have is#  brainstorming puzzle#  ideas in my head."
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                message[3] = "* I recently had an idea#  for a third molten rock#  puzzle, so that's fun!"
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                message[4] = "* ...Okay, it isn't fun."
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                message[5] = "* What is interesting is#  the noise I heard a#  little while ago."
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                message[6] = "* I heard a loud SNAP! -#  Which awoke me from a#  nap."
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                message[7] = "* Before I realized what#  had happened, the other#  prisoner was gone."
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                message[8] = "* I tried to talk to them#  when I first arrived but#  got no answers."
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                message[9] = "* So now not only am I in#  jail, I have no cellmate#  to talk to."
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                message[10] = "* All in all, this day is#  going fantastic for me."
204
                prt[0] = 336
205
                prt[1] = 338
206
                prt[2] = 336
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                prt[3] = 318
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                prt[4] = 317
209
                prt[5] = 321
210
                prt[6] = 324
211
                prt[7] = 321
212
                prt[8] = 321
213
                prt[9] = 329
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                prt[10] = 336
215
            }
216
            npc_flag = 3
217
        }
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        else if (npc_flag == 3)
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        {
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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) }
()
221
            with (msg)
222
            {
223
                talker[0] = actor_martlet
224
                message[0] = "* (By the way, I'm aware#  of this \"Moray\"#  character.)"
225
                message[1] = "* (So far they seem nice,#  so I'm gonna roll with#  it.)"
226
                message[2] = "* Ahem! No thanks, Clover,#  I have food!"
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                message[3] = "* ..."
228
                prt[0] = 321
229
                prt[1] = 328
230
                prt[2] = 312
231
                prt[3] = 337
232
            }
233
            npc_flag = 4
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        }
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        else if (npc_flag == 4)
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        {
237
            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
238
            with (msg)
239
            {
240
                talker[0] = actor_martlet
241
                message[0] = "* Give me enough time and#  I'll think of a fourth#  molten rock puzzle!"
242
                message[1] = "* At this rate, half of#  Snowdin will be molten#  rock puzzles!"
243
                prt[0] = 313
244
                prt[1] = 313
245
            }
246
        }
247
    }
248
    if (global.dunes_flag[20] == 5)
249
    {
250
        if (npc_flag < 5)
251
            npc_flag = 5
252
        if (npc_flag == 5)
253
        {
254
            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 }
()
255
            scene = 1
256
        }
257
        else if (npc_flag == 6)
258
        {
259
            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
260
            with (msg)
261
            {
262
                talker[0] = actor_martlet
263
                message[0] = "* On the bright side,"
264
                message[1] = "* I now have some#  not-so-light reading#  material!"
265
                message[2] = "* Gotta get cracking!"
266
                prt[0] = 328
267
                prt[1] = 312
268
                prt[2] = 328
269
            }
270
            npc_flag = 7
271
        }
272
        else if (npc_flag == 7)
273
        {
274
            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
275
            with (msg)
276
            {
277
                talker[0] = actor_martlet
278
                message[0] = "* Keep at it, Clover,#  cause I'm not going#  anywhere."
279
                prt[0] = 317
280
            }
281
        }
282
    }
283
    if (global.dunes_flag[20] == 7)
284
    {
285
        if (npc_flag < 8)
286
            npc_flag = 8
287
        if (npc_flag == 8)
288
        {
289
            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
290
            with (msg)
291
            {
292
                talker[0] = actor_martlet
293
                message[0] = "* I managed to doze off#  for a moment earlier."
294
                message[1] = "* I had a dream I was back#  at my Snowdin post! "
295
                message[2] = "* ...Dozing off."
296
                message[3] = "* Don't get me wrong, I'm#  not a lazy bird!"
297
                message[4] = "* Being a Royal Guard is#  no easy task!"
298
                message[5] = "* Calibrating puzzles,#  writing status reports,#  guarding outposts..."
299
                message[6] = "* Getting yelled at by an#  old lady for ruining the#  Snowdin bridge..."
300
                message[7] = "* Whoops, I'm trailing off#  again."
301
                message[8] = "* I really need to get out#  soon, at this rate I'll#  start talking to myself."
302
                message[9] = "* ..."
303
                message[10] = "* More than usual, anyway."
304
                prt[0] = 321
305
                prt[1] = 318
306
                prt[2] = 320
307
                prt[3] = 333
308
                prt[4] = 322
309
                prt[5] = 338
310
                prt[6] = 323
311
                prt[7] = 333
312
                prt[8] = 336
313
                prt[9] = 338
314
                prt[10] = 320
315
            }
316
            npc_flag = 9
317
        }
318
        else if (npc_flag == 9)
319
        {
320
            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
321
            with (msg)
322
            {
323
                talker[0] = actor_martlet
324
                message[0] = "* You've gotta hurry#  Clover, please!"
325
                message[1] = "* At this rate, I'm gonna#  have to start eating#  moss off the walls!"
326
                prt[0] = 329
327
                prt[1] = 322
328
            }
329
        }
330
    }
331
    if (global.dunes_flag[20] == 9)
332
    {
333
        if (npc_flag < 10)
334
            npc_flag = 10
335
        if (npc_flag == 10)
336
        {
337
            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
338
            with (msg)
339
            {
340
                talker[0] = actor_martlet
341
                message[0] = "* I kinda... Overheard#  what happened#  outside..."
342
                message[1] = "* Ugh. I know I shouldn't#  feel this way but..."
343
                message[2] = "* Maybe you should go#  after the sheriff,#  Clover."
344
                message[3] = "* I know he did some mean#  stuff, but he's out#  there all alone now."
345
                message[4] = "* You've gained his trust#  so maybe you could sort#  out the situation?"
346
                message[5] = "* ..."
347
                message[6] = "* And uh... We still#  need him to let me out#  of here... of course..."
348
                prt[0] = 322
349
                prt[1] = 329
350
                prt[2] = 329
351
                prt[3] = 317
352
                prt[4] = 320
353
                prt[5] = 329
354
                prt[6] = 320
355
            }
356
            npc_flag = 11
357
        }
358
        else if (npc_flag == 11)
359
        {
360
            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
361
            with (msg)
362
            {
363
                talker[0] = actor_martlet
364
                message[0] = "* You can do this Clover!"
365
                message[1] = "* If you could convince#  this bird-brain, you can#  get through to him!"
366
                prt[0] = 313
367
                prt[1] = 313
368
            }
369
        }
370
    }
371
    waiter = 2
372
}
373
if (waiter == 2 && (!instance_exists(obj_dialogue)) && scene == 0)
374
{
375
    waiter = 0
376
    global.cutscene = false
377
}
378
if (ds_map_find_value(global.npc_map, npc_id) != npc_flag)
379
    ds_map_replace(global.npc_map, npc_id, npc_flag)