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gml_Object_obj_steamworks_13_controller_neutral_Step_0

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if live_call()
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    return global.live_result;
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var xbound_left = 50
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var xbound_right = 180
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var ybound_top = 100
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var ybound_bottom = 190
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switch scene
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{
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    case 0:
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        path_noloop = false
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        cutscene_wait(2)
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        break
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    case 1:
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        with (obj_steamworks_13_vines)
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        {
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            image_speed = 1
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            if (image_index >= 4)
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            {
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                if (!other.path_noloop)
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                {
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                    pl_path = path_add()
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                    path_set_closed(pl_path, false)
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                    path_add_point(pl_path, obj_player_npc.x, obj_player_npc.y, 30)
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                    path_add_point(pl_path, obj_player_npc.x, (obj_player_npc.y - 3), 70)
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                    path_add_point(pl_path, obj_player_npc.x, 165, 100)
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                    path_add_point(pl_path, obj_player_npc.x, 165, 50)
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                    path_add_point(pl_path, obj_player_npc.x, 160, 50)
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                    path_add_point(pl_path, obj_player_npc.x, 165, 100)
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                    other.path_noloop = true
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                    with (obj_player_npc)
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                        path_start(other.pl_path, 3, path_action_stop, false)
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                }
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            }
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            if (image_index >= (image_number - 1))
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            {
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                image_alpha = 0
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                image_speed = 0
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                if (obj_player_npc.path_position >= 1)
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                {
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                    path_delete(pl_path)
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                    instance_destroy()
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                    other.scene++
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                }
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            }
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        }
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        break
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    case 2:
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        cutscene_wait(1.5)
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        break
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    case 3:
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        with (obj_player_npc)
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        {
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            if (path_index != pt_pljump)
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            {
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                y -= 10
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                sprite_index = spr_pl_right
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                image_index = 1
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                image_angle = 0
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                path_start(pt_pljump, 2, path_action_stop, false)
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                audio_play_sound(snd_playerjump, 1, 0)
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                other.scene++
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            }
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        }
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        obj_pl.image_angle = 0
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        break
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    case 4:
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        if (obj_player_npc.path_position >= 1)
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        {
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            instance_destroy(obj_player_npc)
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            scene++
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        }
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        break
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    case 5:
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        cutscene_wait(1)
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        break
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    case 6:
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        with (obj_flowey_npc)
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        {
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            image_alpha = 1
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            image_speed = 0.2
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            if (image_index >= (image_number - 1))
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            {
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                other.scene++
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                action_sprite = false
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                npc_direction = "left"
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                obj_pl.direction = 0
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            }
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        }
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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] = 3194
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            message[0] = "* Howdy!"
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            message[1] = "* Glad I was able to catch#  ya in time!"
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            message[2] = "* What is this, the third#  tumble you've survived#  on your journey?"
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            message[3] = "* For having the name#  \"Clover\" you sure aren't#  lucky!"
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            message[4] = "* I'm only kiddin' around#  of course."
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            message[5] = "* I'd say you're more of#  a machine than that bot#  up there, haha!"
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            message[6] = "* Gosh, I hoped we had a#  straight shot to an exit#  but... of course not."
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            message[7] = "* If you meet that hunk#  of metal again, try not#  to get caught."
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            message[8] = "* Or... ya know...#  killed."
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            message[9] = "* Although, dying WOULD#  save more time now that#  I think about it..."
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            message[10] = "* I could just revive ya#  on the spot!"
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            message[11] = "* No amount of gruesome#  deaths could stop ol'#  Clover!"
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            message[12] = "* Ain't that neato?"
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            prt[0] = 348
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            prt[1] = 3251
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            prt[2] = 347
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            prt[3] = 349
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            prt[4] = 3251
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            prt[5] = 348
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            prt[6] = 353
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            prt[7] = 347
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            prt[8] = 357
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            prt[9] = 349
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            prt[10] = 348
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            prt[11] = 3251
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            prt[12] = 347
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        }
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        break
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    case 8:
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        with (obj_flowey_npc)
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        {
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            if (sprite_index != spr_floweyleave)
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            {
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                action_sprite = true
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                sprite_index = spr_floweyleave
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                image_alpha = 1
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                image_speed = 0.25
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                image_index = 0
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            }
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            else if (image_index > (image_number - 1))
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            {
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                other.scene++
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                instance_destroy()
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            }
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        }
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        break
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    case 9:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 3)
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        break
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    case 10:
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        camera_set_view_target(view_camera[0], 1031)
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        global.sworks_flag[3] = 1
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        cutscene_end()
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        break
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}