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gml_Object_obj_steamworks_04_controller_geno_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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if (global.sworks_flag[0] == 0)
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{
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    switch scene
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    {
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        case 0:
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            if (obj_pl.y < 416)
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            {
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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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                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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                instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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                if (abs(obj_player_npc.x - 224) > 10)
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                    cutscene_advance()
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                else
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                    cutscene_advance(2)
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            }
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            break
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        case 1:
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            cutscene_npc_walk(1168, 224, obj_player_npc.y, 3, "x", "up")
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            break
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        case 2:
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            cutscene_wait(1)
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            break
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        case 3:
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            cutscene_camera_move(220, 330, 1)
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            break
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        case 4:
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            var flowey = instance_create(199, 364, obj_flowey_npc)
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            flowey.image_alpha = 0
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            cutscene_advance()
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            break
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        case 5:
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            obj_flowey_npc.image_alpha = 1
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            cutscene_npc_action_sprite(3194, 242, 0.2, false)
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            break
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        case 6:
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            cutscene_dialogue()
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            with (msg)
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            {
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                talker[0] = 3194
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                message[0] = "* Howdy!"
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                message[1] = "* This area seems totally#  abandoned."
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                message[2] = "* Guess there's no more#  need for fighting. Real#  shame."
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                prt[0] = 354
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                prt[1] = 353
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                prt[2] = 352
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            }
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            break
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        case 7:
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            cutscene_wait(0.5)
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            break
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        case 8:
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            cutscene_npc_direction(obj_flowey_npc, "up")
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            break
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        case 9:
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            cutscene_wait(1)
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            break
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        case 10:
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            cutscene_npc_direction(obj_flowey_npc, "down")
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            break
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        case 11:
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            cutscene_dialogue()
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            with (msg)
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            {
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                talker[0] = 3194
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                message[0] = "* A generator, huh?"
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                message[1] = "* There's probably some#  way to turn it back on#  around he"
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                prt[0] = 353
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                prt[1] = 348
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                if (message_current == 1)
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                    message_timer = 15
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            }
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            break
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        case 12:
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            cutscene_npc_action_sprite(1168, 3313, 1, false)
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            if (obj_player_npc.image_index >= 8 && (!instance_exists(obj_steamworks_04_generator_screen_geno)))
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            {
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                audio_play_sound(snd_shotstrong, 1, 0)
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                audio_play_sound(snd_attackhitcrit, 1, 0)
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                scr_screenshake
scr_screenshake

function scr_screenshake(argument0, argument1) //gml_Script_scr_screenshake { if instance_exists(obj_screenshake_player) return; with (instance_create(__view_get((9 << 0), 0).x, __view_get((9 << 0), 0).y, obj_screenshake_player)) { alarm[0] intensity = argument1 } }
(6, 1)
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                instance_create_depth(201, 300, (obj_steamworks_04_generator.depth - 1), obj_steamworks_04_generator_screen_geno)
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                obj_flowey_npc.npc_direction = "up"
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            }
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            if (obj_player_npc.image_index >= 10)
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            {
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                obj_player_npc.image_speed = 0
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                scene++
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            }
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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_npc_direction(obj_flowey_npc, "down")
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            break
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        case 15:
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            obj_player_npc.image_speed = 1
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            cutscene_npc_action_sprite(1168, 3313, 1, false)
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            break
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        case 16:
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            cutscene_dialogue()
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            with (msg)
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            {
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                talker[0] = 3194
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                message[0] = "* Oh, come on! Again??"
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                message[1] = "* Hate to rock your world#  but bullets aren't the#  answer to everything!"
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                message[2] = "* Would it kill you to#  think before shooting at#  your problems?"
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                prt[0] = 351
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                prt[1] = 351
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                prt[2] = 351
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            }
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            break
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        case 17:
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            cutscene_wait(1)
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            break
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        case 18:
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            cutscene_npc_walk(1168, obj_player_npc.x, 400, 1, "y", "up")
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            break
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        case 19:
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            cutscene_wait(0.5)
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            break
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        case 20:
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            cutscene_dialogue()
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            with (msg)
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            {
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                talker[0] = 3194
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                message[0] = "* Hey, it's just a#  pattern I've noticed#  recently!"
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                message[1] = "* You've already solved#  tons of puzzles on our#  journey."
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                message[2] = "* I was only curious why#  your patience has worn#  so thin!"
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                message[3] = "* Cool it, will ya?"
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                prt[0] = 357
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                prt[1] = 354
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                prt[2] = 357
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                prt[3] = 349
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            }
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            break
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        case 21:
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            cutscene_npc_walk(1168, 198, 384, 3, "x", "up")
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            break
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        case 22:
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            cutscene_wait(1.5)
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            break
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        case 23:
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            if (obj_player_npc.y < (obj_flowey_npc.y - 15) && obj_flowey_npc.npc_direction != "up")
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            {
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                obj_flowey_npc.npc_direction = "up"
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                cutscene_camera_move(220, 120, 1, true)
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            }
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            cutscene_npc_walk(1168, 96, 190, 3, "x", "up", false, 220, 128)
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            break
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        case 24:
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            cutscene_wait(1.5)
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            break
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        case 25:
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            obj_flowey_npc.image_alpha = 0
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            obj_flowey_npc.x = 200
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            obj_flowey_npc.y = 150
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            cutscene_advance()
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            break
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        case 26:
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            obj_flowey_npc.image_alpha = 1
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            cutscene_npc_action_sprite(3194, 3745, 1, false)
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            break
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        case 27:
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            cutscene_wait(1)
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            break
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        case 28:
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            cutscene_dialogue()
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            with (msg)
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            {
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                talker[0] = 3194
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                message[0] = "* Heh, I'm afraid that#  door is far too thick to#  shoot down."
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                message[1] = "* Looks like you'll have#  to stick with my#  original plan of"
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                prt[0] = 347
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                prt[1] = 348
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                if (message_current == 1)
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                    message_timer = 15
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            }
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            break
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        case 29:
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            cutscene_npc_action_sprite(1168, 2732, 1, true, 0)
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            break
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        case 30:
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            cutscene_wait(0.5)
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            break
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        case 31:
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            cutscene_dialogue()
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            with (msg)
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            {
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                talker[0] = 3194
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                message[0] = "* ...What?"
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                message[1] = "* Me?"
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                message[2] = "* You've found yourself#  some nerve, haven't you?"
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                prt[0] = 352
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                prt[1] = 351
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                prt[2] = 351
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            }
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            break
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        case 32:
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            cutscene_npc_action_sprite(1168, 2943, 1, true, 0)
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            break
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        case 33:
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            cutscene_wait(0.5)
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            break
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        case 34:
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            cutscene_dialogue()
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            with (msg)
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            {
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                talker[0] = 3194
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                message[0] = "* ...Fine."
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                prt[0] = 353
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            }
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            break
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        case 35:
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            obj_player_npc.action_sprite = false
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            cutscene_action_sprite(1983, 987, 1, true, 0, 537, 0)
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            break
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        case 36:
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            obj_steamworks_04_door.sprite_index = spr_steamworks_04_door
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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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            cutscene_advance()
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            break
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        case 37:
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            cutscene_wait(1)
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            break
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        case 38:
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            cutscene_dialogue()
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            with (msg)
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            {
232
                talker[0] = 3194
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                message[0] = "* There. Your exit, my#  king."
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                prt[0] = 349
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            }
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            break
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        case 39:
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            cutscene_wait(0.5)
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            break
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        case 40:
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            cutscene_npc_action_sprite(1168, 3340, 1, true, 0)
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            break
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        case 41:
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            cutscene_wait(0.5)
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            break
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        case 42:
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            cutscene_dialogue()
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            with (msg)
249
            {
250
                talker[0] = 3194
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                message[0] = "* Did you forget my#  warning when you started#  down this road?"
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                message[1] = "* I'm in control here."
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                message[2] = "* That hasn't and won't#  change, got it?"
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                message[3] = "* The next time you pull#  a stunt like this..."
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                message[4] = "* ..."
256
                message[5] = "* Let's just keep moving."
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                prt[0] = 352
258
                prt[1] = 349
259
                prt[2] = 348
260
                prt[3] = 347
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                prt[4] = 352
262
                prt[5] = 353
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            }
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            break
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        case 43:
266
            cutscene_wait(0.5)
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            break
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        case 44:
269
            obj_player_npc.action_sprite = false
270
            cutscene_wait(0.5)
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            break
272
        case 45:
273
            if cutscene_npc_action_sprite(3194, 245, 0.2, false)
274
                instance_destroy(obj_flowey_npc)
275
            break
276
        case 46:
277
            cutscene_wait(0.5)
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            break
279
        case 47:
280
            cutscene_camera_move(obj_player_npc.x, obj_player_npc.y, 1)
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            break
282
        case 48:
283
            scr_radio_restart
scr_radio_restart

function scr_radio_restart() //gml_Script_scr_radio_restart { with (obj_radio) event_user(0) }
()
284
            cutscene_camera_reset(true)
285
            global.sworks_flag[0] = 1
286
            global.sworks_flag[1] = 2
287
            instance_destroy(103965)
288
            cutscene_end()
289
            break
290
    }
291
292
}
293
if (global.sworks_flag[1] == 3)
294
{
295
    switch scene
296
    {
297
        case 0:
298
            __view_set((9 << 0), 0, 1978)
299
            obj_steamworks_04_generator.image_speed = 0
300
            obj_steamworks_04_generator.sprite_index = spr_steamworks_04_generator_pink
301
            cutscene_advance()
302
            break
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        case 1:
304
            cutscene_wait(2)
305
            break
306
        case 2:
307
            obj_steamworks_04_generator.sprite_index = spr_steamworks_04_generator_startup_geno
308
            obj_steamworks_04_generator.image_speed = 1
309
            audio_play_sound(snd_generator_start, 1, 0)
310
            cutscene_advance()
311
            break
312
        case 3:
313
            cutscene_wait(2.5)
314
            break
315
        case 4:
316
            cutscene_change_room(152, 655, 170, 0.05)
317
            break
318
    }
319
320
}