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gml_Object_obj_steamworks_04_controller_neutral_Step_0

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1
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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            cutscene_wait(1)
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            break
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        case 1:
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            cutscene_npc_walk_relative(actor_clover, 0, -30, 1, "y", "up")
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            break
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        case 2:
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            cutscene_wait(0.5)
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            break
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        case 3:
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            cutscene_instance_create(actor_clover.x, (actor_clover.y - 50), obj_flowey_npc)
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            obj_flowey_npc.action_sprite = true
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            obj_flowey_npc.sprite_index = spr_floweyrise
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            obj_flowey_npc.image_speed = 0.2
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            break
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        case 4:
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            if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1))
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            {
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                obj_flowey_npc.npc_direction = "down"
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                obj_flowey_npc.action_sprite = false
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                cutscene_advance()
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            }
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            break
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        case 5:
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            cutscene_wait(0.25)
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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 again!"
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                message[1] = "* Golly, this area sure#  is grim!"
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                message[2] = "* Doesn't look like#  anyone's been around for#  years."
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                message[3] = "* This machine looks#  mighty important though!"
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                message[4] = "* Snoop around and see#  what you can find!"
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                message[5] = "* Talk to you soon!"
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                prt[0] = 348
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                prt[1] = 347
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                prt[2] = 348
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                prt[3] = 347
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                prt[4] = 348
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                prt[5] = 348
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                if (message_current == 3)
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                    obj_flowey_npc.npc_direction = "up"
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                if (message_current == 4)
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                    obj_flowey_npc.npc_direction = "down"
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            }
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            break
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        case 7:
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            cutscene_npc_action_sprite(3194, 245, 0.25, true, 0)
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            break
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        case 8:
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            instance_destroy(obj_flowey_npc)
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            cutscene_end()
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            global.sworks_flag[0] = 1
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            break
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    }
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}
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if (global.sworks_flag[1] == 3)
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{
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    switch scene
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    {
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        case 0:
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            __view_set((9 << 0), 0, 1978)
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            obj_steamworks_04_generator.image_speed = 0
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            cutscene_advance()
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            break
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        case 1:
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            cutscene_wait(2)
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            break
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        case 2:
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            obj_steamworks_04_generator.image_speed = (1/3)
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            audio_play_sound(snd_generator_start, 1, 0)
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            cutscene_advance()
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            break
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        case 3:
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            cutscene_wait(1.5)
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            break
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        case 4:
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            cutscene_change_room(152, 655, 170, 0.05)
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            break
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    }
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}