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gml_Object_obj_room_controller_dunes_30c_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
2
    return global.live_result;
3
switch scene
4
{
5
    case 0:
6
        if (obj_pl.y <= 600)
7
        {
8
            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 }
()
9
            instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
10
            cutscene_npc_walk(1168, 490, 520, 3, "y", "up")
11
            var axis = "y"
12
            if (abs(obj_martlet_follower.y - obj_pl.y) < 10)
13
                axis = "x"
14
            cutscene_follower_into_actor()
15
            cutscene_npc_walk(1164, 460, 520, 3, axis, "up")
16
            scene = 1
17
        }
18
        break
19
    case 1:
20
        cutscene_camera_move(490, 400, 2)
21
        break
22
    case 2:
23
        cutscene_wait(2)
24
        break
25
    case 3:
26
        cutscene_dialogue()
27
        with (msg)
28
        {
29
            talker[0] = 1164
30
            message[0] = "* Wow... "
31
            message[1] = "* I wish Chujin invited#  me over back in the day."
32
            message[2] = "* This house is#  incredible... "
33
            message[3] = "* Uh-Yeah! Let's get#  inside and see what the#  fuss is about."
34
            prt[0] = 333
35
            prt[1] = 321
36
            prt[2] = 320
37
            prt[3] = 328
38
            if (message_current == 3)
39
                obj_martlet_npc.npc_direction = "right"
40
        }
41
        break
42
    case 4:
43
        cutscene_npc_walk(1164, obj_pl.x, (obj_pl.y + 20), 3, "y", "up")
44
        break
45
    case 5:
46
        cutscene_actor_into_follower()
47
        break
48
    case 6:
49
        cutscene_camera_move(obj_pl.x, obj_pl.y, 3)
50
        break
51
    case 7:
52
        cutscene_camera_reset()
53
        break
54
    case 8:
55
        instance_destroy(obj_player_npc)
56
        cutscene_end()
57
        global.dunes_flag[41] = 2
58
        break
59
    case 9:
60
        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 }
()
61
        instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
62
        obj_player_npc.image_alpha = 0
63
        obj_player_npc.npc_direction = "down"
64
        instance_create(obj_pl.x, obj_pl.y, obj_martlet_npc)
65
        obj_martlet_npc.image_alpha = 0
66
        obj_martlet_npc.npc_direction = "down"
67
        obj_martlet_npc.can_walk = false
68
        cutscene_camera_freeze(obj_pl.x, obj_pl.y)
69
        break
70
    case 10:
71
        with (obj_martlet_npc)
72
        {
73
            if (image_alpha < 1)
74
                image_alpha += 0.1
75
            else
76
                other.scene++
77
        }
78
        break
79
    case 11:
80
        cutscene_npc_walk(1164, 470, 445, 3, "y", "down")
81
        break
82
    case 12:
83
        with (obj_player_npc)
84
        {
85
            if (image_alpha < 1)
86
                image_alpha += 0.1
87
            else
88
                other.scene++
89
        }
90
        break
91
    case 13:
92
        cutscene_npc_walk(1168, 500, 445, 3, "y", "down")
93
        break
94
    case 14:
95
        cutscene_camera_move(485, 480, 2)
96
        break
97
    case 15:
98
        cutscene_wait(1)
99
        break
100
    case 16:
101
        cutscene_dialogue()
102
        with (msg)
103
        {
104
            talker[0] = 1162
105
            talker[5] = 1162
106
            talker[1] = 1164
107
            talker[10] = 1164
108
            talker[13] = 1164
109
            talker[7] = 1158
110
            talker[11] = 1158
111
            talker[9] = 1167
112
            message[0] = "* So, you figured it out?"
113
            message[1] = "* ...Yes."
114
            message[2] = "* Ceroba was trying to#  carry out a plan Chujin#  left for her."
115
            message[3] = "* Something involving#  Clover's SOUL and a Boss#  Monster SOUL..."
116
            message[4] = "* ...Which happens to#  reside in Kanako."
117
            message[5] = "* What the...#  So she lied to us?"
118
            message[6] = "* About the mission to#  retrieve Kanako?"
119
            message[7] = "* She wasn't lying about#  finding Kanako. "
120
            message[8] = "* ...That's the alarming#  part."
121
            message[9] = "* So Kanako is alive and#  well? Thank goodness..."
122
            message[10] = "* Alive? Am I missing#  something?"
123
            prt[0] = 451
124
            prt[1] = 329
125
            prt[2] = 317
126
            prt[3] = 317
127
            prt[4] = 329
128
            prt[5] = 453
129
            prt[6] = 453
130
            prt[7] = 437
131
            prt[8] = 439
132
            prt[9] = 449
133
            prt[10] = 311
134
            prt[11] = 435
135
            prt[12] = 435
136
            prt[13] = 333
137
            prt[14] = 329
138
            switch message_current
139
            {
140
                case 7:
141
                    obj_ace_npc.npc_direction = "left"
142
                    break
143
                case 9:
144
                    obj_ace_npc.npc_direction = "up"
145
                    obj_moray_npc.npc_direction = "left"
146
                    break
147
                case 10:
148
                    obj_moray_npc.npc_direction = "up"
149
            }
150
151
        }
152
        break
153
    case 17:
154
        cutscene_wait(1)
155
        break
156
    case 18:
157
        cutscene_dialogue()
158
        with (msg)
159
        {
160
            talker[2] = 1164
161
            talker[0] = 1158
162
            message[0] = "* It's a long story...#  She fell down some time#  ago."
163
            message[1] = "* Ceroba sent her to the#  Lab in hopes to remedy#  the situation."
164
            message[2] = "* I had no idea..."
165
            message[3] = "* ..."
166
            prt[0] = 435
167
            prt[1] = 435
168
            prt[2] = 333
169
            prt[3] = 329
170
            switch message_current
171
            {
172
                case 3:
173
                    obj_martlet_npc.npc_direction = "left"
174
                    break
175
            }
176
177
        }
178
        break
179
    case 19:
180
        cutscene_wait(1)
181
        break
182
    case 20:
183
        cutscene_npc_direction(obj_martlet_npc, "down")
184
        break
185
    case 21:
186
        cutscene_dialogue()
187
        with (msg)
188
        {
189
            color = true
190
            ch_msg = 15
191
            col_modif[0] = 65535
192
            ch[1] = "The Lab,\nmost likely"
193
            message[0] = "* Okay. Where was the#  last place you saw#  Ceroba go, Ed?"
194
            message[1] = "* You ain't takin' Clover#  straight to her, are ya?"
195
            message[2] = "* That's exactly what she#  wants, right?"
196
            message[3] = "* Yeah, Clover needs to#  stay safe with us! "
197
            message[4] = "* She can't accomplish#  her goal if Clover's#  nowhere to be found!"
198
            message[5] = "* We aren't going to let#  her accomplish her goal.#  And anyway..."
199
            message[6] = "* The Wild East is a#  tourist destination -#  a public place."
200
            message[7] = "* My colleagues probably#  know a human is in the#  Underground by now."
201
            message[8] = "* If Clover stayed here#  they would eventually#  tear the town up!"
202
            message[9] = "* Better to be on the#  move, yeah?"
203
            message[10] = "* I-"
204
            message[11] = "* Look, I need to fly#  ahead to scout out the#  situation."
205
            message[12] = "* So, again, where did#  the two go?"
206
            message[13] = "* I don't think"
207
            message[14] = "* Clover, you were there."
208
            message[15] = "* Where did they go?"
209
            message[16] = "* That lines up...#  Hotland it is."
210
            message[17] = "* Hey, I gave Star my#  word!"
211
            message[18] = "* Let them do it, Ed. "
212
            message[19] = "* Clover is the only one#  who can put this to#  rest."
213
            message[20] = "* ..."
214
            message[21] = "* ...Alright."
215
            message[22] = "* They took the westmost#  elevator in the#  Steamworks."
216
            message[23] = "* You can use a laundry#  chute to get there#  quicker."
217
            message_col[23][0] = "                laundry#  chute                        "
218
            message[24] = "* That elevator's#  destination sits near#  the CORE..."
219
            message[25] = "* Ask around if someone#  spotted which direction#  they went from there."
220
            message[26] = "* Wait, we need to go#  too, right?"
221
            message[27] = "* You need all the help#  you can get!"
222
            message[28] = "* Appreciate the offer#  but please don't. This#  might get dangerous."
223
            message[29] = "* Stay here and keep the#  townsfolk happy like you#  always have."
224
            message[30] = "* ...Okay. But please be#  safe!"
225
            message[31] = "* I'll try. Thanks for#  all of your help."
226
            message[32] = "* ...Even if you locked#  me in a jail cell for#  hours on end."
227
            message[33] = "* Hey, what are friends#  for?"
228
            message[34] = "* I can think of a few#  things... I mean-yeah,#  no problem!"
229
            message[35] = "* Clover, meet me on the#  rooftop of UG Apartments#  asap."
230
            message_col[35][0] = "                                      UG Apartments        "
231
            message[36] = "* We'll figure this out,#  I promise!"
232
            talker[0] = 1164
233
            talker[5] = 1164
234
            talker[11] = 1164
235
            talker[14] = 1164
236
            talker[28] = 1164
237
            talker[31] = 1164
238
            talker[35] = 1164
239
            talker[1] = 1162
240
            talker[10] = 1162
241
            talker[13] = 1162
242
            talker[17] = 1162
243
            talker[20] = 1162
244
            talker[3] = 1165
245
            talker[34] = 1165
246
            talker[18] = 1158
247
            talker[24] = 1158
248
            talker[26] = 1167
249
            talker[30] = 1167
250
            talker[33] = 1167
251
            prt[0] = 308
252
            prt[1] = 453
253
            prt[2] = 451
254
            prt[3] = 455
255
            prt[4] = 462
256
            prt[5] = 308
257
            prt[6] = 338
258
            prt[7] = 321
259
            prt[8] = 308
260
            prt[9] = 313
261
            prt[10] = 454
262
            prt[11] = 321
263
            prt[12] = 321
264
            prt[13] = 454
265
            prt[14] = 338
266
            prt[15] = 321
267
            prt[16] = 338
268
            prt[17] = 453
269
            prt[18] = 437
270
            prt[19] = 439
271
            prt[20] = 454
272
            prt[21] = 453
273
            prt[22] = 451
274
            prt[23] = 451
275
            prt[24] = 435
276
            prt[25] = 435
277
            prt[26] = 449
278
            prt[27] = 445
279
            prt[28] = 317
280
            prt[29] = 320
281
            prt[30] = 449
282
            prt[31] = 320
283
            prt[32] = 324
284
            prt[33] = 445
285
            prt[34] = 463
286
            prt[35] = 321
287
            prt[36] = 328
288
            switch message_current
289
            {
290
                case 13:
291
                    message_timer = 10
292
                    skippable = false
293
                    break
294
                case 14:
295
                    message_timer = -1
296
                    skippable = true
297
                    obj_martlet_npc.npc_direction = "right"
298
                    obj_player_npc.npc_direction = "left"
299
                    break
300
                case 17:
301
                    obj_martlet_npc.npc_direction = "down"
302
                    obj_player_npc.npc_direction = "down"
303
                    break
304
                case 18:
305
                    obj_ace_npc.npc_direction = "left"
306
                    obj_ed_npc.npc_direction = "right"
307
                    break
308
                case 21:
309
                    obj_ace_npc.npc_direction = "up"
310
                    obj_ed_npc.npc_direction = "up"
311
                    break
312
                case 26:
313
                    obj_moray_npc.npc_direction = "left"
314
                    break
315
                case 27:
316
                    obj_moray_npc.npc_direction = "up"
317
                    break
318
                case 34:
319
                    obj_mooch_npc.npc_direction = "down"
320
                    if (cutoff >= 35)
321
                    {
322
                        obj_mooch_npc.npc_direction = "up"
323
                        prt[34] = 458
324
                    }
325
                case 35:
326
                    obj_player_npc.npc_direction = "left"
327
                    obj_martlet_npc.npc_direction = "right"
328
                    break
329
            }
330
331
        }
332
        break
333
    case 22:
334
        cutscene_npc_direction(obj_player_npc, "down")
335
        break
336
    case 23:
337
        cutscene_npc_walk(1164, 485, 485, 2, "x", "down")
338
        break
339
    case 24:
340
        cutscene_npc_action_sprite(1164, 275, 0.4, true, 0)
341
        break
342
    case 25:
343
        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_the_trek, 1500)
344
        instance_destroy(obj_martlet_npc)
345
        cutscene_advance()
346
        break
347
    case 26:
348
        cutscene_wait(0.75)
349
        break
350
    case 27:
351
        cutscene_npc_walk(1168, 485, 470, 2, "x", "down")
352
        break
353
    case 28:
354
        cutscene_wait(0.75)
355
        break
356
    case 29:
357
        cutscene_dialogue()
358
        with (msg)
359
        {
360
            talker[0] = 1162
361
            talker[1] = 1167
362
            talker[2] = 1165
363
            talker[3] = 1158
364
            talker[4] = 1162
365
            message[0] = "* I uh... wish you luck#  with this, seriously."
366
            message[1] = "* Yeah, I bet we'll all#  be catching bandits#  again shortly!"
367
            message[2] = "* I'll be sure to save#  you a spot at our next#  nap time!"
368
            message[3] = "* Just don't do anything#  stupid."
369
            message[4] = "* See ya later... Deputy."
370
            prt[0] = 454
371
            prt[1] = 445
372
            prt[2] = 458
373
            prt[3] = 439
374
            prt[4] = 451
375
        }
376
        break
377
    case 30:
378
        cutscene_npc_walk(1162, 490, 650, 2, "x", "down")
379
        scene++
380
        break
381
    case 31:
382
        cutscene_wait(0.65)
383
        break
384
    case 32:
385
        cutscene_npc_walk(1158, 500, 650, 2, "x", "down")
386
        scene++
387
        break
388
    case 33:
389
        cutscene_wait(0.65)
390
        break
391
    case 34:
392
        cutscene_npc_walk(1165, 480, 650, 3, "x", "down")
393
        scene++
394
        break
395
    case 35:
396
        cutscene_wait(0.4)
397
        break
398
    case 36:
399
        cutscene_npc_walk(1167, 490, 590, 2, "x", "down")
400
        break
401
    case 37:
402
        cutscene_wait(0.5)
403
        break
404
    case 38:
405
        cutscene_npc_direction(obj_moray_npc, "up")
406
        break
407
    case 39:
408
        cutscene_wait(1)
409
        break
410
    case 40:
411
        cutscene_npc_walk(1167, 490, 690, 2, "x", "down")
412
        break
413
    case 41:
414
        with (obj_actor_npc_base)
415
        {
416
            if (object_index != obj_player_npc)
417
                instance_destroy()
418
        }
419
        scene++
420
        break
421
    case 42:
422
        cutscene_wait(0.5)
423
        break
424
    case 43:
425
        cutscene_camera_move(obj_pl.x, obj_pl.y, 1)
426
        break
427
    case 44:
428
        cutscene_camera_reset()
429
        break
430
    case 45:
431
        cutscene_wait(1.5)
432
        break
433
    case 46:
434
        cutscene_npc_walk(1168, obj_player_npc.x, 590, 2, "y", "down")
435
        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 }
()
436
        break
437
    case 47:
438
        instance_create(485, 496, obj_flowey_npc)
439
        obj_flowey_npc.image_alpha = 0
440
        scene++
441
        break
442
    case 48:
443
        obj_flowey_npc.image_alpha = 1
444
        obj_flowey_npc.npc_direction = "down"
445
        cutscene_npc_action_sprite(3194, 242, 0.2, false)
446
        break
447
    case 49:
448
        obj_player_npc.npc_direction = "up"
449
        obj_pl.direction = 90
450
        scene++
451
        break
452
    case 50:
453
        cutscene_dialogue()
454
        with (msg)
455
        {
456
            talker[0] = 3194
457
            message[0] = "* Howdy!"
458
            message[1] = "* Long time no see,#  buddy!"
459
            message[2] = "* I've been wantin' to#  tell ya something."
460
            message[3] = "* It's been weighing on#  my mind so I truly mean#  it when I say..."
461
            message[4] = "* Told ya so!"
462
            message[5] = "* Haha, sorry! Couldn't#  pass that up!"
463
            message[6] = "* Now I know this is the#  part I tell you to#  ignore Ceroba but..."
464
            message[7] = "* I have a strong feeling#  that wouldn't sway you#  at this point."
465
            message[8] = "* Honestly, I'm starting#  to wanna see this play#  out!"
466
            message[9] = "* After all..."
467
            message[10] = "* That fox wants to waste#  your SOUL on a science#  fair project!"
468
            message[11] = "* No good!"
469
            message[12] = "* I'm in your corner like#  I've always been so#  don't worry!"
470
            message[13] = "* We'll get rid of her#  and continue down our#  path, easy peasy!"
471
            message[14] = "* It'll all work out in#  the end, pal! "
472
            prt[0] = 348
473
            prt[1] = 348
474
            prt[2] = 347
475
            prt[3] = 349
476
            prt[4] = 349
477
            prt[5] = 3251
478
            prt[6] = 347
479
            prt[7] = 348
480
            prt[8] = 348
481
            prt[9] = 347
482
            prt[10] = 349
483
            prt[11] = 348
484
            prt[12] = 348
485
            prt[13] = 348
486
            prt[14] = 3251
487
        }
488
        break
489
    case 51:
490
        if cutscene_npc_action_sprite_reverse(3194, 242, 0.2, true, 0)
491
        {
492
            instance_destroy(obj_flowey_npc)
493
            cutscene_end()
494
            global.dunes_flag[41] = 6
495
            global.party_member = -4
496
            instance_destroy(obj_postgame_walk_blocker)
497
        }
498
        break
499
}