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gml_Object_obj_steamworks_04_c_cutscene_Step_0

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switch scene
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{
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    case 0:
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        if (transition_alpha < 1)
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            transition_alpha += 0.15
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        else
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            scene++
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        break
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    case 1:
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        room = rm_steamworks_04
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        obj_pl.image_alpha = 0
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        obj_pl.x = 220
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        obj_pl.y = 80
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        scene++
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        break
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    case 2:
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        if (transition_alpha > 0)
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            transition_alpha -= 0.1
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        else
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            scene++
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        break
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    case 3:
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        cutscene_wait(0.5)
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        break
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    case 4:
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        with (obj_steamworks_04_door)
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        {
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            image_speed = 0.5
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            image_index = 0
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        }
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        audio_play_sound(snd_rumble, 1, 1)
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        cutscene_advance()
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        break
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    case 5:
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        if (obj_steamworks_04_door.image_index >= (obj_steamworks_04_door.image_number - 1))
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        {
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            obj_steamworks_04_door.image_index = obj_steamworks_04_door.image_number - 1
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            obj_steamworks_04_door.image_speed = 0
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            audio_stop_sound(snd_rumble)
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            audio_play_sound(snd_mart_impact_3, 1, 0)
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            cutscene_advance()
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        }
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        break
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    case 6:
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        cutscene_screenshake(0.5, 2)
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        break
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    case 7:
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        cutscene_wait(1)
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        break
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    case 8:
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        if (transition_alpha < 1)
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            transition_alpha += 0.15
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        else
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            scene++
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        break
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    case 9:
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        global.sworks_flag[1] = 2
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        room = rm_steamworks_04c
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        obj_pl.image_alpha = 1
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        obj_pl.x = 170
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        obj_pl.y = 190
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        cutscene_advance()
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        break
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    case 10:
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        if (transition_alpha > 0)
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            transition_alpha -= 0.1
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        else
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            scene++
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        break
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    case 11:
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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 }
()
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        instance_destroy()
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        break
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}