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gml_Object_obj_steamworks_13_controller_old_Step_0

(view raw script w/o annotations or w/e)
1
var item_1_xx = 88
2
var item_1_yy = 160
3
var item_2_xx = 128
4
var item_2_yy = 160
5
var item_3_xx = 88
6
var item_3_yy = 190
7
var item_4_xx = 128
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var item_4_yy = 190
9
switch scene
10
{
11
    case 0:
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        cutscene_wait(2)
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        break
14
    case 1:
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        cutscene_dialogue()
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        with (msg)
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        {
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            ch_msg = 15
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            ch[1] = "Yes"
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            ch[2] = "No"
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            talker[0] = 1161
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            message[0] = "* Ouch... Can't say I was#  prepared for that."
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            message[1] = "* I knew my husband was#  an engineer but he never#  told me about that guy."
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            message[2] = "* He'd vaguely mention a#  robotics project that#  could net him a#  promotion but..."
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            message[3] = "* He stopped talking#  about it after he quit#  his job here."
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            message[4] = "* Ugh..."
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            message[5] = "* I would've used force#  to bypass \"Axis\" but I...#  I'm not sure now."
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            message[6] = "* He may be the last#  remnant of Chujin's#  talent."
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            message[7] = "* It would be best if we#  could just avoid him#  from now on..."
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            message[8] = "* ..."
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            message[9] = "* In any case, I guess#  we're pretty lucky he's#  the only guard bot#  around."
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            message[10] = "* Wait a second..."
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            message[11] = "* I have an idea!"
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            message[12] = "* He mentioned how he was#  \"lonely\" right? Well#  what if we fixed that?"
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            message[13] = "* We could use scraps#  lying around to forge a#  companion for him!"
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            message[14] = "* He doesn't seem too#  bright after all. Maybe#  that's all we need to#  distract him?"
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            message[15] = "* What do you think?"
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            prt[0] = 370
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            prt[1] = 370
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            prt[2] = 370
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            prt[3] = 370
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            prt[4] = 370
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            prt[5] = 370
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            prt[6] = 370
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            prt[7] = 370
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            prt[8] = 370
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            prt[9] = 370
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            prt[10] = 370
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            prt[11] = 370
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            prt[12] = 370
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            prt[13] = 370
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            prt[14] = 370
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            prt[15] = 370
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            if (outcome == 1)
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            {
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                message[16] = "* Great!"
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                message[17] = "* It's the best plan I#  could think of."
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                prt[16] = 370
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                prt[17] = 370
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            }
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            if (outcome == 2)
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            {
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                message[16] = "* You got a better idea?"
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                message[17] = "* It'll be easy, trust#  me."
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                prt[16] = 370
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                prt[17] = 370
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            }
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        }
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        break
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    case 2:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1161
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            message[0] = "* So... "
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            message[1] = "* We seem to be in some#  sort of storage room."
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            message[2] = "* Look around for parts#  we can use. Shouldn't#  take many."
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            prt[0] = 370
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            prt[1] = 370
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            prt[2] = 370
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        }
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        break
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    case 3:
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        cutscene_npc_walk(1161, 105, 125, 3, "x", "down")
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        break
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    case 4:
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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 }
()
88
        cutscene_advance()
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        break
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    case 5:
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        var player_carrying_item = false
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        with (obj_robuild_parent)
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        {
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            if (robot_item_is_carried == true)
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                player_carrying_item = true
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        }
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        if (player_carrying_item && point_in_rectangle(obj_pl.x, obj_pl.y, 50, 120, 180, 200))
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        {
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            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
100
            with (msg)
101
            {
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                talker[0] = 1161
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                message[0] = "* You want to use this?"
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                prt[0] = 370
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                ch_msg = 0
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                ch[1] = "Positive"
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                ch[2] = "Negative"
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                if (outcome == 1)
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                {
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                    global.cutscene = true
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                    with (obj_robuild_parent)
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                    {
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                        if (robot_item_is_carried == true)
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                        {
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                            robot_item_is_jumping = true
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                            robot_item_x_target = item_1_xx
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                            robot_item_y_target = item_1_yy
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                            audio_play_sound(snd_playerjump, 1, 0)
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                            obj_steamworks_13_controller.robot_part[0] = editor_sprite
120
                        }
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                    }
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                    other.scene++
123
                }
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                if (outcome == 2)
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                {
126
                    message[1] = "* Grab something else#  then."
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                    prt[1] = 370
128
                }
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            }
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        }
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        break
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    case 6:
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        with (obj_robuild_parent)
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        {
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            if robot_item_is_carried
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                return;
137
        }
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1161
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            message[0] = "* Okay, we'll need three#  more objects."
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            prt[0] = 370
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        }
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        global.cutscene = false
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        break
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    case 7:
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        player_carrying_item = false
149
        with (obj_robuild_parent)
150
        {
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            if (robot_item_is_carried == true)
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                player_carrying_item = true
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        }
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        if (player_carrying_item && point_in_rectangle(obj_pl.x, obj_pl.y, 50, 120, 180, 200))
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        {
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            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
157
            with (msg)
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            {
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                talker[0] = 1161
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                message[0] = "* You think this'll work?"
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                prt[0] = 370
162
                ch_msg = 0
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                ch[1] = "Certain"
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                ch[2] = "Uncertain"
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                if (outcome == 1)
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                {
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                    global.cutscene = true
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                    with (obj_robuild_parent)
169
                    {
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                        if (robot_item_is_carried == true)
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                        {
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                            robot_item_is_jumping = true
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                            robot_item_x_target = item_2_xx
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                            robot_item_y_target = item_2_yy
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                            audio_play_sound(snd_playerjump, 1, 0)
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                            obj_steamworks_13_controller.robot_part[1] = editor_sprite
177
                        }
178
                    }
179
                    other.scene++
180
                }
181
                if (outcome == 2)
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                {
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                    message[1] = "* We don't have time to waste."
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                    prt[1] = 370
185
                }
186
            }
187
        }
188
        break
189
    case 8:
190
        with (obj_robuild_parent)
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        {
192
            if robot_item_is_carried
193
                return;
194
        }
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1161
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            message[0] = "* Alright, two more and#  we can make this thing."
200
            prt[0] = 437
201
        }
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        global.cutscene = false
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        break
204
    case 9:
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        player_carrying_item = false
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        with (obj_robuild_parent)
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        {
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            if (robot_item_is_carried == true)
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                player_carrying_item = true
210
        }
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        if (player_carrying_item && point_in_rectangle(obj_pl.x, obj_pl.y, 50, 120, 180, 200))
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        {
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            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
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            with (msg)
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            {
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                talker[0] = 1161
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                message[0] = "* Is this a good pick?"
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                prt[0] = 370
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                ch_msg = 0
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                ch[1] = "Definitely"
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                ch[2] = "Definitely\nnot"
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                if (outcome == 1)
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                {
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                    global.cutscene = true
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                    with (obj_robuild_parent)
226
                    {
227
                        if (robot_item_is_carried == true)
228
                        {
229
                            robot_item_is_jumping = true
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                            robot_item_x_target = item_3_xx
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                            robot_item_y_target = item_3_yy
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                            audio_play_sound(snd_playerjump, 1, 0)
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                            obj_steamworks_13_controller.robot_part[2] = editor_sprite
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                        }
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                    }
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                    other.scene++
237
                }
238
                if (outcome == 2)
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                {
240
                    message[1] = "* Make up your mind."
241
                    prt[1] = 370
242
                }
243
            }
244
        }
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        break
246
    case 10:
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        with (obj_robuild_parent)
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        {
249
            if robot_item_is_carried
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                return;
251
        }
252
        cutscene_dialogue()
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        with (msg)
254
        {
255
            talker[0] = 1161
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            message[0] = "* One more object should#  do the trick."
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            prt[0] = 370
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        }
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        global.cutscene = false
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        break
261
    case 11:
262
        player_carrying_item = false
263
        with (obj_robuild_parent)
264
        {
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            if (robot_item_is_carried == true)
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                player_carrying_item = true
267
        }
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        if (player_carrying_item && point_in_rectangle(obj_pl.x, obj_pl.y, 50, 120, 180, 200))
269
        {
270
            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
271
            with (msg)
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            {
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                talker[0] = 1161
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                message[0] = "* Is this your final#  choice?"
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                prt[0] = 370
276
                ch_msg = 0
277
                ch[1] = "Yea"
278
                ch[2] = "Nay"
279
                if (outcome == 1)
280
                {
281
                    global.cutscene = true
282
                    with (obj_robuild_parent)
283
                    {
284
                        if (robot_item_is_carried == true)
285
                        {
286
                            robot_item_is_jumping = true
287
                            robot_item_x_target = item_4_xx
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                            robot_item_y_target = item_4_yy
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                            audio_play_sound(snd_playerjump, 1, 0)
290
                            obj_steamworks_13_controller.robot_part[3] = editor_sprite
291
                        }
292
                    }
293
                    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, 0)
294
                    other.scene++
295
                }
296
                if (outcome == 2)
297
                {
298
                    message[1] = "* Hurry it up then."
299
                    prt[1] = 370
300
                }
301
            }
302
        }
303
        break
304
    case 12:
305
        with (obj_robuild_parent)
306
        {
307
            if robot_item_is_carried
308
                return;
309
        }
310
        cutscene_dialogue()
311
        with (msg)
312
        {
313
            talker[0] = 1161
314
            message[1] = "* Okay, let's build a#  robot!"
315
            prt[1] = 372
316
        }
317
        break
318
    case 13:
319
        cutscene_wait(2)
320
        break
321
    case 14:
322
        if global.dialogue_open
323
            return;
324
        if (!instance_exists(obj_robot_build_controller))
325
            instance_create(0, 0, obj_robot_build_controller)
326
        for (var i = 0; i < array_length_1d(robot_part); i++)
327
            obj_robot_build_controller.robot_item[i] = robot_part[i]
328
        break
329
}