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gml_Object_obj_room_controller_mansion_study_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
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    return global.live_result;
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switch scene
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{
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    case -1:
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        if (obj_pl.y < 220)
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            scene++
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        break
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    case 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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        cutscene_follower_into_actor()
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        obj_martlet_npc.npc_direction = "up"
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        obj_martlet_npc.can_walk = false
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        instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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        with (obj_shadow_master)
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            event_perform(ev_alarm, 0)
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        obj_player_npc.npc_direction = "up"
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        break
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    case 1:
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        cutscene_wait(0.75)
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        break
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    case 2:
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        cutscene_npc_walk(1168, 135, 180, 2, "y", "up")
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        scene++
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        break
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    case 3:
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        cutscene_wait(0.4)
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        break
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    case 4:
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        cutscene_npc_walk(1164, 135, 200, 2, "y", "up")
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        break
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    case 5:
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        cutscene_wait(0.5)
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        break
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    case 6:
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        cutscene_npc_walk(1164, (obj_player_npc.x + 20), obj_martlet_npc.y, 3, "y", "up", -4, obj_player_npc.x, (obj_player_npc.y - 20))
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        break
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    case 7:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1164
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            message[0] = "* Oh my..."
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            message[1] = "* What... What is all of#  this?"
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            prt[0] = 333
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            prt[1] = 321
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        }
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        break
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    case 8:
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        cutscene_npc_direction(obj_martlet_npc, "right")
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        break
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    case 9:
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        cutscene_wait(0.5)
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        break
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    case 10:
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        cutscene_npc_direction(obj_martlet_npc, "left")
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        break
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    case 11:
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        cutscene_wait(0.5)
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        break
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    case 12:
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        cutscene_npc_walk(1164, 65, 125, 3, "x", "left")
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        break
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    case 13:
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        cutscene_wait(1)
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        break
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    case 14:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1164
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            message[0] = "* Formulas... SOUL#  research..."
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            message[1] = "* Hold on, look over#  here. "
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            prt[0] = 324
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            prt[1] = 333
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            if (message_current == 1)
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                obj_martlet_npc.npc_direction = "up"
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        }
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        break
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    case 15:
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        cutscene_npc_walk(1164, 83, 120, 2, "x", "up")
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        break
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    case 16:
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        cutscene_wait(1)
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        break
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    case 17:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1164
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            message[0] = "* Tapes..."
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            message[1] = "* Each one has a date on#  it."
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            prt[0] = 338
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            prt[1] = 321
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        }
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        break
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    case 18:
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        cutscene_wait(0.25)
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        break
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    case 19:
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        cutscene_npc_direction(obj_martlet_npc, "right")
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        break
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    case 20:
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        cutscene_wait(1.5)
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        break
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    case 21:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1164
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            message[0] = "* Y-You know..."
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            message[1] = "* Maybe this is all a big#  misunderstanding!"
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            message[2] = "* Yeah, that's probably#  it!"
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            message[3] = "* We'll just watch these#  and clear the air."
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            prt[0] = 317
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            prt[1] = 320
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            prt[2] = 328
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            prt[3] = 312
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            if (message_current == 2)
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                obj_martlet_npc.npc_direction = "down"
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        }
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        break
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    case 22:
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        cutscene_npc_direction(obj_martlet_npc, "up")
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        break
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    case 23:
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        cutscene_npc_action_sprite(1164, 273, 0.2, false, 0.1)
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        break
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    case 24:
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        cutscene_sfx_play(snd_tarpdrop, 1)
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        break
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    case 25:
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        cutscene_wait(0.25)
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        break
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    case 26:
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        cutscene_npc_walk(1164, 135, 150, 2, "y", "up")
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        break
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    case 27:
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        cutscene_wait(0.5)
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        break
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    case 28:
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        cutscene_npc_action_sprite(1164, 273, 0.2, false, 0.1)
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        break
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    case 29:
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        cutscene_sfx_play(snd_undertale_snap, 1)
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        break
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    case 30:
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        obj_mansion_study_overlay.can_flicker = false
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        scene++
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        break
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    case 31:
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        cutscene_npc_walk(1164, (obj_player_npc.x + 20), (obj_player_npc.y - 15), 2, "x", "up")
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        break
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    case 32:
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        cutscene_wait(1.5)
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        break
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    case 33:
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        instance_create_depth(126, 91, -1600, obj_mansion_study_tv)
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        scene++
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        break
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    case 34:
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        depth = -1400
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        draw_alpha += 0.1
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        if (draw_alpha >= 1)
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            scene++
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        break
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    case 35:
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        cutscene_wait(1.5)
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        break
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    case 36:
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        obj_mansion_study_tv.sprite_index = spr_mansion_study_tv_blue_screen
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        scene++
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        break
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    case 37:
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        if (!instance_exists(obj_mansion_study_tv))
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            cutscene_advance()
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        break
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    case 38:
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        cutscene_wait(2)
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        break
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    case 39:
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        instance_create_depth(0, 0, -3000, obj_mansion_chujin_tapes)
183
        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 }
(obj_radio.current_song, 500)
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        scene++
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        break
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    case 40:
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        if (!instance_exists(obj_mansion_chujin_tapes))
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            cutscene_wait(2)
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        break
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    case 41:
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        draw_alpha -= 0.03
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        if (draw_alpha <= 0)
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        {
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            scr_radio_restart
scr_radio_restart

function scr_radio_restart() //gml_Script_scr_radio_restart { with (obj_radio) event_user(0) }
()
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            scene++
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        }
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        break
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    case 42:
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        cutscene_wait(1)
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        break
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    case 43:
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        cutscene_npc_set_sprites(obj_martlet_npc, 273, 270, 273, 272, 262, 263, 262, 268)
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        break
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    case 44:
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        cutscene_npc_walk(1164, obj_martlet_npc.x, (obj_player_npc.y - 5), 0.25, "y", "up")
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        break
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    case 45:
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        cutscene_npc_set_sprites(obj_martlet_npc, 273, 270, 274, 272, 262, 263, 265, 268)
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        break
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    case 46:
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        cutscene_wait(0.75)
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        break
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    case 47:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1164
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            message[0] = "* ..."
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            message[1] = "* Oh... Oh my gosh... "
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            message[2] = "* I never knew... He#  never mentioned... "
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            prt[0] = 332
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            prt[1] = 332
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            prt[2] = 322
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        }
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        break
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    case 48:
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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 }
(obj_radio.current_song, 500)
228
        cutscene_music = audio_play_sound(mus_the_trek, 1, 1)
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        cutscene_npc_direction(obj_martlet_npc, "left")
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        break
231
    case 49:
232
        cutscene_dialogue()
233
        with (msg)
234
        {
235
            talker[0] = 1164
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            message[0] = "* Clover, we have to go.#  Right now."
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            message[1] = "* Come on."
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            prt[0] = 309
239
            prt[1] = 309
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        }
241
        break
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    case 50:
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        cutscene_camera_freeze(obj_pl.x, obj_pl.y)
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        break
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    case 51:
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        cutscene_npc_set_sprites(obj_martlet_npc, 277, 278, 280, 279, 262, 263, 265, 268)
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        break
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    case 52:
249
        cutscene_npc_walk(1164, obj_player_npc.x, (obj_player_npc.y + 30), 4, "y", "down", -4, obj_player_npc.x, (obj_player_npc.y + 220))
250
        scene++
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        break
252
    case 53:
253
        if (obj_martlet_npc.y > (obj_player_npc.y + 40))
254
        {
255
            cutscene_npc_set_sprites(obj_player_npc, 15, 16, 18, 17, 24, 21, 23, 22)
256
            break
257
        }
258
        else
259
            break
260
    case 54:
261
        cutscene_npc_walk(1168, obj_player_npc.x, 360, 4, "y", "down")
262
        break
263
    case 55:
264
        global.dunes_flag[41] = 4
265
        cutscene_change_room(251, 485, 420, 0.03)
266
        break
267
}