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gml_Object_obj_steamworks_17_controller_Step_0

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1
if (global.route == 2)
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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.x < 1400)
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            {
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                global.cutscene = true
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                global.sworks_flag[5] = 1
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                cutscene_advance()
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            }
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            break
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        case 1:
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            cutscene_follower_into_actor()
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            break
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        case 2:
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            cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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            break
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        case 3:
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            cutscene_npc_walk(1168, 1300, 520, 3, "x", "left")
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            scene++
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            break
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        case 4:
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            cutscene_npc_walk(actor_follower, 1300, 560, 3, "x", "left")
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            break
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        case 5:
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            cutscene_audio_fade(obj_radio.current_song, 0, 600, 0.25, false, false)
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            break
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        case 6:
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            cutscene_wait(1)
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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] = 1161
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                message[0] = "* Ugh, it's a dead end."
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                prt[0] = 368
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            }
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            break
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        case 8:
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            cutscene_wait(0.5)
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            break
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        case 9:
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            cutscene_npc_direction(actor_follower, "up")
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            break
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        case 10:
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            cutscene_npc_direction(obj_player_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] = 1161
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                message[0] = "* It looks like we're#  gonna have to-"
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                prt[0] = 394
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                skippable = false
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                if (cutoff == string_length(message[message_current]))
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                {
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                    other.scene++
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                    global.dialogue_open = false
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                }
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            }
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            break
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        case 12:
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            cutscene_npc_direction(actor_follower, "left")
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            break
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        case 13:
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            cutscene_npc_direction(obj_player_npc, "left")
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            break
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        case 14:
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            cutscene_sfx_play(snd_manta_startup, 1)
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            break
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        case 15:
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            cutscene_wait(0.5)
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            break
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        case 16:
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            cutscene_instance_create(1100, 480, obj_steamworks_manta)
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            break
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        case 17:
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            obj_steamworks_manta.move_in_direction = "right"
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            cutscene_advance()
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            break
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        case 18:
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            with (obj_steamworks_manta)
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            {
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                if (x > (obj_player_npc.x - 100))
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                {
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                    obj_player_npc.npc_direction = "up"
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                    other.actor_follower.npc_direction = "up"
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                }
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                if (manta_state == 0 && place_meeting(x, y, obj_steamworks_manta_checkpoint))
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                    other.scene++
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            }
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            break
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        case 19:
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            cutscene_npc_walk(actor_follower, 1340, 520, 3, "x", "up")
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            break
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        case 20:
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            cutscene_wait(0.25)
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            break
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        case 21:
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            cutscene_audio_fade(obj_radio.current_song, 1, 600, 0.75, false, false)
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            break
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        case 22:
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            cutscene_dialogue()
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            with (msg)
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            {
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                message[0] = "* The-The-The floor is lava,#  travelers!"
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                message[1] = "* I am sorry to say I failed the#  game some time ago-bzzt. "
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                message[2] = "* H-However-r, you do not have#  to! I will ferry you across the#  lake-bzzt!"
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            }
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            break
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        case 23:
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            cutscene_wait(0.5)
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            break
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        case 24:
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            cutscene_npc_direction(actor_follower, "left")
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            break
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        case 25:
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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] = "* This bot doesn't seem#  malicious. That's new."
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                message[1] = "* I say we give it a go."
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                prt[0] = 393
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                prt[1] = 370
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            }
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            break
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        case 26:
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            cutscene_npc_direction(actor_follower, "up")
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            break
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        case 27:
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            cutscene_wait(0.25)
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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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                message[0] = "* Thank you for your tr-trust!"
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                message[1] = "* With my help, the floor will#  not be lava, it will just be#  floor-bzzt."
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            }
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            break
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        case 29:
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            cutscene_advance()
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            instance_destroy(obj_player_npc)
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            break
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        case 30:
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            scr_actor_into_follower
scr_actor_into_follower

function scr_actor_into_follower(argument0, argument1) //gml_Script_scr_actor_into_follower { if (!instance_exists(argument0)) return false; if (argument1 == noone) return false; instance_create(argument0.x, argument0.y, argument1) argument1.x = argument0.x argument1.y = argument0.y with (argument0) { switch npc_direction { case "up": argument1.sprite_index = argument1.up_sprite_idle break case "down": argument1.sprite_index = argument1.down_sprite_idle break case "left": argument1.sprite_index = argument1.left_sprite_idle break case "right": argument1.sprite_index = argument1.right_sprite_idle break } } instance_destroy(argument0) }
(obj_ceroba_npc, obj_ceroba_follower)
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            cutscene_advance()
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            break
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        case 31:
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            obj_steamworks_manta.manta_prompt = true
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            global.cutscene = false
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            instance_destroy()
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            break
158
    }
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160
}
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else if (global.route == 1)
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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.x < 1400)
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            {
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                global.cutscene = true
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                global.sworks_flag[5] = 1
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                cutscene_advance()
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            }
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            break
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        case 1:
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            cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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            break
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        case 2:
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            cutscene_npc_walk(1168, 1300, 520, 3, "x", "left")
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            scene++
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            break
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        case 3:
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            cutscene_audio_fade(obj_radio.current_song, 0, 600, 0.25, false, false)
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            break
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        case 4:
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            cutscene_wait(1)
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            break
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        case 5:
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            cutscene_sfx_play(snd_manta_startup, 1)
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            break
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        case 6:
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            cutscene_wait(0.5)
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            break
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        case 7:
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            cutscene_instance_create(1100, 480, obj_steamworks_manta)
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            break
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        case 8:
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            obj_steamworks_manta.move_in_direction = "right"
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            cutscene_advance()
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            break
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        case 9:
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            with (obj_steamworks_manta)
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            {
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                if (x > (obj_player_npc.x - 100))
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                    obj_player_npc.npc_direction = "up"
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                if (manta_state == 0 && place_meeting(x, y, obj_steamworks_manta_checkpoint))
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                {
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                    instance_destroy(obj_player_npc)
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                    other.scene++
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                }
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            }
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            break
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        case 10:
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            cutscene_audio_fade(obj_radio.current_song, 1, 600, 0.75, false, false)
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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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                message[0] = "* The-The-The floor is lava,#  traveler!"
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                message[1] = "* I am sorry to say I failed the#  game some time ago-bzzt. "
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                message[2] = "* H-However-r, you do not have#  to! I will ferry you across the#  lake-bzzt!"
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            }
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            break
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        case 12:
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            obj_steamworks_manta.manta_prompt = true
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            scene++
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            break
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        case 13:
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            global.cutscene = false
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            instance_destroy()
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            break
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    }
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}
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else if (global.route == 3)
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{
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    switch scene
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    {
238
        case 0:
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            if (obj_pl.x < 1400)
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            {
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                global.cutscene = true
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                global.sworks_flag[5] = 1
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                cutscene_advance()
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            }
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            break
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        case 1:
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            cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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            break
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        case 2:
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            cutscene_npc_walk(1168, 1300, 520, 3, "x", "left")
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            scene++
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            break
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        case 3:
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            cutscene_audio_fade(obj_radio.current_song, 0, 600, 0.25, false, false)
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            break
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        case 4:
257
            cutscene_wait(1)
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            break
259
        case 5:
260
            cutscene_sfx_play(snd_manta_startup, 1)
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            break
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        case 6:
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            cutscene_wait(0.5)
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            break
265
        case 7:
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            cutscene_instance_create(1100, 480, obj_steamworks_manta)
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            break
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        case 8:
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            obj_steamworks_manta.move_in_direction = "right"
270
            cutscene_advance()
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            break
272
        case 9:
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            with (obj_steamworks_manta)
274
            {
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                if (x > (obj_player_npc.x - 100))
276
                    obj_player_npc.npc_direction = "up"
277
                if (manta_state == 0 && place_meeting(x, y, obj_steamworks_manta_checkpoint))
278
                {
279
                    instance_destroy(obj_player_npc)
280
                    other.scene++
281
                }
282
            }
283
            break
284
        case 10:
285
            cutscene_audio_fade(obj_radio.current_song, 1, 600, 0.75, false, false)
286
            break
287
        case 11:
288
            cutscene_dialogue()
289
            with (msg)
290
            {
291
                message[0] = "* The-The-The floor is lava,#  traveler!"
292
                message[1] = "* I am sorry to say I failed the#  game some time ago-bzzt. "
293
                message[2] = "* H-However-r, you do not have#  to! I will ferry you across the#  lake-bzzt!"
294
            }
295
            break
296
        case 12:
297
            obj_steamworks_manta.manta_prompt = true
298
            scene++
299
            break
300
        case 13:
301
            global.cutscene = false
302
            instance_destroy()
303
            break
304
    }
305
306
}