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gml_Object_obj_steamworks_22_controller_neutral_Step_0

(view raw script w/o annotations or w/e)
1
switch scene
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{
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    case 0:
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        if (obj_pl.x <= 1820)
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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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        }
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        break
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    case 1:
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        instance_create_depth(obj_pl.x, 20, 850, obj_steamworks_22_energy_ball_fake)
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        cutscene_advance()
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        break
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    case 2:
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        if (!instance_exists(obj_steamworks_22_energy_ball_fake))
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        {
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            audio_play_sound(snd_axis_energy_ball_explode, 1, 0)
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            audio_play_sound(snd_glass_break_2, 1, 0)
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            layer_set_visible("asset_broken_glass", true)
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            layer_set_visible("asset_glass_flash", true)
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            layer_set_visible("asset_glass_panel", false)
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            alarm[0] = 1
alarm[0]

layer_set_visible("asset_glass_flash", false)
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            scr_screenshake
scr_screenshake

function scr_screenshake(argument0, argument1) //gml_Script_scr_screenshake { if instance_exists(obj_screenshake_player) return; with (instance_create(__view_get((9 << 0), 0).x, __view_get((9 << 0), 0).y, obj_screenshake_player)) { alarm[0]
alarm[0]

layer_set_visible("asset_glass_flash", false)
intensity = argument1 } }
(10, 2)
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            cutscene_advance()
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        }
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        break
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    case 3:
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        obj_pl.direction = 90
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        cutscene_advance()
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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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        layer_set_visible("asset_broken_glass", false)
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        cutscene_advance()
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        break
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    case 6:
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        cutscene_instance_create(0, 0, part_steamworks_22_glass)
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        break
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    case 7:
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        cutscene_wait(1)
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        break
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    case 8:
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        cutscene_instance_create(1690, 40, obj_axis_npc)
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        obj_axis_npc.npc_dynamic_depth = false
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        obj_axis_npc.depth = layer_get_depth("tiles_outside") - 50
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        break
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    case 9:
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        cutscene_npc_walk(1166, 1690, 90, 3, "y", "down")
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        break
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    case 10:
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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] = "* FOUND YOU."
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            prt[0] = 2916
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        }
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        break
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    case 11:
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        cutscene_music_start(627)
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        break
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    case 12:
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        instance_create_depth(obj_axis_npc.x, obj_axis_npc.y, (layer_get_depth("tiles_outside") - 50), obj_steamworks_22_axis_throwing)
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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 13:
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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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        cutscene_camera_move(obj_pl.x, obj_pl.y, 1)
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        dynamic_wall = instance_create((camera_get_view_x(view_camera[0]) + camera_get_view_width(view_camera[0])), 0, obj_wall)
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        dynamic_wall.image_yscale = 12
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        global.sworks_flag[13] = 1
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        cutscene_advance(14)
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        break
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    case 14:
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        obj_camera.move = false
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        if (obj_pl.x < obj_camera.x)
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            obj_camera.x = obj_pl.x
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        dynamic_wall.x = camera_get_view_x(view_camera[0]) + camera_get_view_width(view_camera[0])
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        if (obj_pl.x < 540)
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        {
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            obj_steamworks_22_axis_throwing.alarm[0] = -1
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            instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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            obj_player_npc.left_sprite = 17
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            cutscene_npc_walk(1168, 60, 140, 5, "x", "right", 1161)
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            cutscene_advance()
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        }
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        break
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    case 15:
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        obj_camera.x = obj_pl.x
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        if (obj_player_npc.npc_arrived == true)
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        {
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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 }
(cutscene_music, 500)
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            cutscene_camera_reset()
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        }
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        break
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    case 16:
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        cutscene_wait(1)
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        break
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    case 17:
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        cutscene_instance_create(360, 140, obj_axis_npc)
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        break
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    case 18:
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        cutscene_npc_walk(1166, 240, 140, 4, "x", "left")
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        break
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    case 19:
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        cutscene_wait(0.5)
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        break
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    case 20:
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        cutscene_music_start(219)
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        break
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    case 21:
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        cutscene_npc_action_sprite(1166, 2693, 1, true)
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        break
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    case 22:
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        cutscene_npc_action_sprite(1166, 3312, 1, true, 1)
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        cutscene_advance(23)
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        break
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    case 23:
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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] = "* YOU ARE CORNERED,#  HUMAN."
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            message[1] = "* I DID NOT WANT TO HURT#  YOU BUT YOU FORCED MY#  GLOVE."
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            message[2] = "* PREPARE FOR PAIN."
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            prt[0] = 473
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            prt[1] = 473
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            prt[2] = 473
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        }
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        break
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    case 24:
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        cutscene_audio_fade(cutscene_music, 0, 500, 0.15, false, true)
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        break
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    case 25:
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        cutscene_instance_create(-10, 90, obj_steamworks_22_pellet)
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        with (obj_steamworks_22_pellet)
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        {
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            depth = -9999
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            direction = point_direction(x, y, obj_axis_npc.x, (obj_axis_npc.y - 27))
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            speed = 8
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        }
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        audio_play_sound(snd_undertale_swoosh, 1, 0)
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        break
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    case 26:
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        with (obj_steamworks_22_pellet)
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        {
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            if (x >= obj_axis_npc.x)
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            {
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                instance_create_depth(obj_axis_npc.x, (obj_axis_npc.y - 27), -999, part_axis_ball_destroy)
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                audio_play_sound(snd_axis_energy_ball_explode, 1, 0)
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                instance_create_depth(0, 0, -9999, obj_steamworks_22_ball_flash)
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                instance_destroy(obj_steamworks_22_energy_ball_fake_2)
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                audio_play_sound(snd_undertale_explosion, 1, 0)
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                layer_set_visible("rubble", false)
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                instance_destroy(obj_steamworks_22_pellet)
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                other.scene = 27
160
            }
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        }
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        break
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    case 27:
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        cutscene_npc_action_sprite(1166, 3170, 1, true, 0)
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        break
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    case 28:
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        cutscene_wait(2)
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        break
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    case 29:
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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] = "* OH."
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            prt[0] = 473
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        }
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        break
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    case 30:
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        cutscene_wait(1)
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        break
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    case 31:
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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] = "* THIS IS A PROBLEM."
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            message[1] = "* LOOKS LIKE YOU WIN THIS#  TIME."
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            message[2] = "* I WILL RETURN TO#  CAPTURE YOU SOON."
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            message[3] = "* DO NOT GO ANYWHERE,#  PLEASE."
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            prt[0] = 3332
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            prt[1] = 473
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            prt[2] = 473
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            prt[3] = 473
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        }
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        break
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    case 32:
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        cutscene_npc_action_sprite(1166, 3571, 1, true, 0, 60, 0)
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        break
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    case 33:
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        cutscene_npc_action_sprite(1166, 3319, 1, false, 0)
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        cutscene_advance()
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        break
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    case 34:
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        obj_axis_npc.x += 1
205
        if (obj_axis_npc.x > 340)
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            cutscene_advance()
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        break
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    case 35:
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        cutscene_wait(1)
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        break
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    case 36:
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        instance_destroy(obj_axis_npc)
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        instance_destroy(dynamic_wall)
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        global.sworks_flag[13] = 2
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        cutscene_end()
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        break
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}