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gml_Object_obj_steamworks_18b_controller_geno_Step_0

(view raw script w/o annotations or w/e)
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if live_call()
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    return global.live_result;
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switch scene
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{
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    case -1:
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        if (obj_pl.y <= 200)
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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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            cutscene_advance()
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            instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc)
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            obj_steamworks_mo.hsp = 6.5
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            obj_steamworks_mo.up_sprite = 3327
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            obj_steamworks_mo.up_sprite_idle = 3327
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        }
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        break
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    case 0:
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        if (abs(obj_player_npc.x - 209) > 5)
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            cutscene_npc_walk(1168, 209, obj_player_npc.y, 3, "x", "up")
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        else
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            cutscene_advance()
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        break
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    case 1:
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        cutscene_audio_fade(obj_radio.current_song, 0, 500, 0.15, false, true)
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        break
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    case 2:
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        cutscene_music_start(164, 1)
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        break
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    case 3:
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        cutscene_wait(0.5)
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        break
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    case 4:
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        with (obj_steamworks_mo)
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        {
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            if (x == xstart && (!audio_is_playing(snd_mo_slide)))
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                audio_play_sound(snd_mo_slide, 20, 0)
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            if (hsp > 0)
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            {
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                hsp -= 0.1
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                x += hsp
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            }
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            if (x >= 210)
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            {
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                action_sprite = false
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                npc_direction = "down"
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                x = 210
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                other.scene++
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            }
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        }
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        break
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    case 5:
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        cutscene_npc_reset_sprite(2063, "down")
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        break
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    case 6:
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        if cutscene_dialogue()
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            scr_music_sudden_stop
scr_music_sudden_stop

function scr_music_sudden_stop(argument0, argument1, argument2) //gml_Script_scr_music_sudden_stop { with (instance_create(0, 0, obj_audio_sudden_stop_helper)) { audio_to_fade = argument0 fade_strength = argument1 / 100 audio_stop = argument2 if (audio_stop == false) audio_resume_sound(argument0) } }
(mus_gimme_ur_cash_yellow, 5, 1)
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        with (msg)
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        {
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            talker[0] = 2063
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            message[0] = "* Bam!"
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            message[1] = "* You know who it is, right?"
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            message[2] = "* It's ya boy"
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            if (message_current == 2)
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                message_timer = 10
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        }
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        break
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    case 7:
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        cutscene_npc_action_sprite(1168, 3313, 1, true, 0, 634, 0)
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        if (obj_player_npc.image_index >= 6)
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        {
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            obj_player_npc.up_sprite = 2803
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            obj_player_npc.up_sprite_idle = 2803
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            obj_player_npc.image_speed = 0
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            cutscene_advance(8)
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        }
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        break
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    case 8:
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        with (obj_steamworks_mo)
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        {
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            action_sprite = false
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            down_sprite_idle = 3187
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        }
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        audio_sound_pitch(mus_gimme_ur_cash_yellow, 1)
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        cutscene_wait(1.5)
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        break
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    case 9:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 2063
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            message[0] = "* ...Mo."
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            message[1] = "* Hey, buddy... What's with the#  piece?"
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            message[2] = "* I thought we had a connection,#  ya know?"
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            message[3] = "* Like some sorta vaguely#  illegal partnership!"
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            message[4] = "* You don't think I'm here to#  stab ya in the back, do you?"
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            message[5] = "* I may be many things but the#  last thing I am is a snitch!"
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        }
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        break
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    case 10:
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        cutscene_wait(1)
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        break
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    case 11:
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        obj_player_npc.action_sprite = false
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        if cutscene_npc_walk_relative(1168, 0, -10, 0.5, "x", "up")
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        {
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            obj_steamworks_mo.up_sprite = 2992
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            obj_steamworks_mo.up_sprite_idle = 2992
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        }
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        break
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    case 12:
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        cutscene_npc_walk_relative(2063, 0, -10, 0.5, "y", "down")
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        break
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    case 13:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 2063
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            message[0] = "* Hey hey hey!!"
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            message[1] = "* There ain't nothin' up my#  sleeve, kid! Nothin' but fur#  and admittedly cheap cologne!"
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            message[2] = "* What you see is what you get#  with Mo!"
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            message[3] = "* I ain't some unassuming badass#  waiting for a chance to unleash#  an attack!"
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            message[4] = "* I'm just a salesman, alright?"
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            message[5] = "* I'll leave, just put down the#  gun."
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            ch_msg = 5
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            ch[1] = "Rob"
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            ch[2] = "Refrain"
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            if (outcome == 1)
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            {
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                message[6] = "* It's money you want, right?"
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                message[7] = "* Everyone loves money!"
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                message[8] = "* H-Here, this is all I got!"
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                message[9] = "* (You received 450G.)"
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                other.choice = 2
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            }
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            talker[9] = -4
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            talker[10] = 2063
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            if (message_current == 8)
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                sound_noloop = false
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            if (message_current == 9 && sound_noloop == false)
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            {
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                global.player_gold += 450
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                audio_play_sound(snd_success, 1, 0)
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                sound_noloop = true
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            }
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            if (outcome == 2)
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                other.choice = 1
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        }
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        break
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    case 14:
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        with (obj_player_npc)
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        {
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            if (sprite_index != spr_pl_up_geno_shoot)
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            {
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                action_sprite = true
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                sprite_index = spr_pl_up_geno_shoot
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                image_speed = 1
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                image_index = 9
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            }
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            else if (image_index >= (image_number - 1))
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            {
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                image_speed = 0
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                image_index = image_number - 1
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                with (other)
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                    cutscene_wait(1.5)
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            }
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        }
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        break
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    case 15:
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        obj_pl.action_sprite = false
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 2063
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            if (other.choice == 1)
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            {
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                message[0] = "* Okay..."
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                message[1] = "* Okay. We're cool, right?"
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                message[2] = "* ..."
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                message[3] = "* Ya know, I'm just gonna take#  my window and get outta here."
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                message[4] = "* I think I've had enough of#  this lifestyle..."
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            }
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            else
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            {
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                message[0] = "* Man..."
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                message[1] = "* It's over for me."
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                message[2] = "* I'm a goner..."
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                message[3] = "* If not now, tomorrow."
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                message[4] = "* ..."
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                message[5] = "* Enjoy that G. It's good#  company."
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            }
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        }
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        break
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    case 16:
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        cutscene_wait(1.5)
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        break
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    case 17:
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        cutscene_sfx_play(snd_manta_startup, 1)
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        obj_steamworks_mo.up_sprite = 3327
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        obj_steamworks_mo.up_sprite_idle = 3713
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        obj_steamworks_mo.npc_direction = "up"
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        break
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    case 18:
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        cutscene_wait(0.5)
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        if instance_exists(obj_camera)
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            instance_destroy(obj_camera)
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        break
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    case 19:
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        cutscene_camera_move(obj_pl.x, 130, 1)
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        break
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    case 20:
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        cutscene_instance_create(210, -40, obj_manta_npc)
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        break
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    case 21:
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        if cutscene_npc_walk(437, 210, 95, 2, "y", "down")
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        {
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            obj_manta_npc.action_sprite = true
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            obj_manta_npc.npc_dynamic_depth = false
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            obj_manta_npc.depth = 1000006
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            obj_manta_npc.sprite_index = spr_steamworks_manta_down_idle
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            obj_manta_npc.image_speed = 0.2
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        }
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        break
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    case 22:
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        cutscene_wait(0.5)
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        break
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    case 23:
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        obj_steamworks_mo.npc_dynamic_depth = false
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        obj_steamworks_mo.depth = obj_manta_npc.depth - 100000
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        cutscene_npc_walk(2063, 210, 80, 2, "y", "down")
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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_manta_npc.action_sprite = false
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        cutscene_npc_walk(437, 210, -60, 2, "y")
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        obj_steamworks_mo.npc_direction = obj_manta_npc.npc_direction
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        obj_steamworks_mo.y = obj_manta_npc.y - 15
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        break
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    case 26:
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        cutscene_wait(1)
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        global.sworks_flag[10] = 2
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        scr_radio_restart
scr_radio_restart

function scr_radio_restart() //gml_Script_scr_radio_restart { with (obj_radio) event_user(0) }
()
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        break
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    case 27:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 2)
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        break
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    case 28:
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        cutscene_camera_reset()
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        cutscene_end()
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        instance_destroy(obj_steamworks_mo)
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        instance_destroy(obj_manta_npc)
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        break
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}