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gml_Object_obj_quote_battle_axis_Create_0

(view raw script w/o annotations or w/e)
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text_effect = "twitchy"
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attack = false
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scene = 0
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cutscene_timer = 0
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skippable = true
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message_adv = false
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enemy_talker = 0
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if (global.last_action_selected != "Action 1 Message 1")
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{
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    message[0] = "..."
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    message_end = 0
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}
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else
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{
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    current_turn = global.action_1_selected_count
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    switch current_turn
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    {
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        case 1:
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            instance_create_depth(obj_axis_body.x, obj_axis_body.y, (obj_axis_body.depth - 1), obj_axis_heart)
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            obj_axis_heart.image_index = 1
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            obj_axis_heart.image_speed = 0
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            audio_play_sound(snd_undertale_flash, 1, 0)
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            message[0] = "I... WHAT?"
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            message_end = 0
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            break
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        case 2:
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            obj_axis_heart.image_index = 2
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            obj_axis_heart.image_speed = 0
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            audio_play_sound(snd_undertale_flash, 1, 0, 1, 0, 1.1)
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            message[0] = "WELL...#I MEAN, YEAH."
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            message[1] = "THANK YOU,#I GUESS."
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            message_end = 1
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            break
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        case 3:
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            scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(mus_guns_blazing, 1000)
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            message[0] = "COME ON, YOU#DO NOT MEAN#THAT."
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            message[1] = "YOU DO?"
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            message[2] = "WHOA. HEY.#I FEEL FUNNY."
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            message[3] = "I FEEL...#GOOD."
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            message[4] = "THANK YOU FOR#CONFIRMING MY#NARCISSISM,#HUMAN."
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            message[5] = "NOTE: THAT WAS#A \"JOKE.\""
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            message_end = 5
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            skippable = false
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            global.enemy_sparing = true
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            break
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    }
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}
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message_current = 0
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message_draw = ""
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draw_enabled = true
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increase = global.text_speed
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characters = 0
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hold = 0
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message_length = string_length(message[message_current])
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script_execute(gml_Script_scr_generate_text_counters)
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circle_text_angle = global.circle_text_angle_default
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circle_text_angle_direction = 1
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white_fade_alpha = 0