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gml_Object_obj_quote_battle_axis_neutral_geno_end_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 = -2
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cutscene_timer = 0
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skippable = true
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message_adv = false
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obj_quote_bubble_battle.visible = 0
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switch global.attack_cycle
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{
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    case 5:
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        message[0] = "HoW L0NG ARE wE#GOInG TO DO#THIS?"
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        message_end = 0
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        break
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    case 6:
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        message[0] = "I DID nOT THiNK#BOTS COuLD GET#TIR3D."
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        message[1] = "BUT HeRE I AM.#TIRED AS [heck]."
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        message_end = 1
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        break
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    case 7:
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        message[0] = "STILL_ GoiNG,. ."
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        message_end = 0
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        break
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    case 8:
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        message[0] = "\"hey axis please#do another sick#attack.\""
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        message[1] = "OK BuT JUST#BEC4USE Y0U ASKED#NIcELY."
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        message_end = 1
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        break
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    case 9:
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        message[0] = "OK."
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        message[1] = "OK. .. ."
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        message[2] = "LET M3 CATCH#mY STEAM."
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        message[3] = ". . ."
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        message[4] = "I THINK. ."
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        message[5] = "IT is TIME#FOR A BrEAK..#. . ."
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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 }
(global.battle_music, 1000)
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        message_end = 5
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        break
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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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global.image_alpha_enemy_attacking_immunity = true
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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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draw_alpha_white = 0
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draw_white_circle = false