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gml_Object_obj_steamworks_21_controller_geno_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
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    return global.live_result;
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var axis_run_speed = npc_axis_run_speed
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switch scene
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{
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    case 0:
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        if (obj_pl.x < 1990)
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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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            scr_radio_fade
scr_radio_fade

function scr_radio_fade(argument0, argument1) //gml_Script_scr_radio_fade { var fade_vol = argument0 var fade_len = argument1 with (obj_radio) audio_sound_gain(current_song, fade_vol, fade_len) }
(0, 300)
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            obj_pl.direction = 180
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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_camera_move(1840, obj_pl.y, 3)
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        break
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    case 2:
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        obj_axis_npc.npc_direction = "right"
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        cutscene_advance()
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        break
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    case 3:
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        cutscene_wait(1)
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        break
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    case 4:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1166
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            message[0] = "* N0.. ."
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            message[1] = "* R- R3TREATING!"
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            prt[0] = 3282
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            prt[1] = 3282
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        }
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        break
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    case 5:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 6)
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        break
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    case 6:
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        event_music = audio_play_sound(mus_axis_chase, 1, 1)
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        cutscene_camera_reset()
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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 }
()
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        break
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    case 7:
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        with (obj_axis_npc)
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        {
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            can_walk = false
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            action_sprite = true
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            path_start(pt_steamworks_21_axis_chase_geno, axis_run_speed, path_action_stop, false)
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        }
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        axis_is_running = true
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        cutscene_advance()
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        break
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    case 8:
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        if (obj_axis_npc.path_position >= 1)
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            cutscene_advance()
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        break
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    case 9:
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        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 }
(event_music, 750)
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        instance_destroy(obj_axis_npc)
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        cutscene_advance()
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        break
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    case 10:
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        global.sworks_flag[12] = 1
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        instance_destroy()
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        break
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}
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if (axis_is_running == true && instance_exists(obj_axis_npc))
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{
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    with (obj_axis_npc)
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    {
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        depth = (-y)
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        if (path_position < 1)
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        {
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            image_speed = (1/3)
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            if (direction == 0)
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                sprite_index = spr_axis_right
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            else if (direction == 90)
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                sprite_index = spr_axis_up
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            else if (direction == 180)
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                sprite_index = spr_axis_left
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            else if (direction == 270)
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                sprite_index = spr_axis_down
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        }
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    }
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    if (point_distance(obj_pl.x, obj_pl.y, obj_axis_npc.x, obj_axis_npc.y) < 30)
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        obj_axis_npc.path_speed += 0.15
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}