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gml_Object_obj_steamworks_23_controller_Step_0

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1
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 0:
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        if (obj_pl.x < 520)
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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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        cutscene_follower_into_actor()
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        break
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    case 2:
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        cutscene_npc_walk(1161, 450, obj_ceroba_npc.y, 3, "x", "up")
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        break
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    case 3:
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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] = "* Well, there we go."
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            message[1] = "* Definitely what I need#  after that madness."
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            prt[0] = 395
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            prt[1] = 372
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        }
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        break
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    case 4:
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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 5:
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        cutscene_camera_move(405, 177, 3)
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        cutscene_advance()
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        break
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    case 6:
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        cutscene_npc_walk(1161, 408, 160, 3, "y", "down")
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        cutscene_advance()
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        break
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    case 7:
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        cutscene_npc_walk(1168, 408, 210, 3, "x", "up")
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        cutscene_advance()
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        break
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    case 8:
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        if (obj_camera.xx == obj_camera.x && obj_camera.yy == obj_camera.y && obj_player_npc.npc_arrived && obj_ceroba_npc.npc_arrived)
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        {
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            audio_play_sound(snd_playerjump, 1, 0)
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            cutscene_advance()
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        }
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        break
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    case 9:
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        obj_player_npc.x = 408
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        obj_player_npc.y = 196
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        obj_player_npc.npc_action_sprite = true
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        cutscene_npc_action_sprite(1168, 3483, 1, true, 0)
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        break
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    case 10:
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        cutscene_audio_fade(obj_radio.current_song, 0, 500, 0.18, false, true)
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        break
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    case 11:
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        cutscene_wait(0.5)
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        break
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    case 12:
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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] = "* ..."
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            message[1] = "* I wonder what Starlo's#  up to right now?"
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            message[2] = "* Probably on some Feisty#  Five quest with a smile#  on his face."
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            message[3] = "* I do envy him... to be#  wrapped in optimism and#  fantasy."
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            message[4] = "* That's pretty rare#  amongst monsters."
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            message[4] = "* Most might act#  cheerful, but life down#  here..."
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            message[5] = "* ...It's hopeless."
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            message[6] = "* That's why they look to#  the King for assurance."
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            message[7] = "* They believe once he#  gets seven SOULs and#  breaks the barrier..."
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            message[8] = "* ...he'll easily be able#  to overthrow whatever#  awaits on the Surface."
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            message[9] = "* A rather foolish#  outlook if you ask me."
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            message[10] = "* Who knows how the humans#  have prepared for#  retaliation since then?"
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            message[11] = "* But I digress... We#  should handle our own#  problems first."
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            message[12] = "* I can't imagine what#  Kanako's going through#  right now..."
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            message[13] = "* ..."
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            message[14] = "* You haven't seen my#  Kanako yet, have you?"
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            message[15] = "* Here, take a look."
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            prt[0] = 370
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            prt[1] = 394
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            prt[2] = 374
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            prt[3] = 377
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            prt[4] = 377
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            prt[5] = 394
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            prt[6] = 370
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            prt[7] = 370
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            prt[8] = 377
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            prt[9] = 370
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            prt[10] = 370
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            prt[11] = 377
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            prt[12] = 394
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            prt[13] = 394
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            prt[14] = 370
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            prt[15] = 370
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        }
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        if (msg.message_current == 5 && (!audio_is_playing(mus_kanako)))
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        {
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            cutscene_music = audio_play_sound(mus_kanako, 20, 1)
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            audio_sound_gain(cutscene_music, 1, 0)
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        }
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        break
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    case 13:
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        cutscene_npc_action_sprite(1161, 2583, 1, true, 0)
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        break
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    case 14:
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        cutscene_wait(0.5)
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        break
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    case 15:
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        if (picture_alpha < 0.99)
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            picture_alpha = lerp(picture_alpha, 1, 0.05)
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        else
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        {
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            picture_alpha = 1
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            cutscene_advance()
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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_dialogue()
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        with (msg)
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        {
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            talker[0] = 1161
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            message[0] = "* Look at that smile.#  Definitely her father's."
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            message[1] = "* ..."
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            message[2] = "* Gifted like her father#  too. She's a..."
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            message[3] = "* ..."
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            message[4] = "* ...She didn't deserve#  this life."
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            message[5] = "* I truly wish things#  could be different..."
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            message[6] = "* ...But, that's not what#  \"fate\" had planned."
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            prt[0] = 395
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            prt[1] = 394
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            prt[2] = 395
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            prt[3] = 394
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            prt[4] = 370
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            prt[5] = 394
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            prt[6] = 394
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        }
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        break
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    case 18:
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        if (picture_alpha > 0.1)
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            picture_alpha = lerp(picture_alpha, 0, 0.05)
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        else
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        {
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            picture_alpha = 0
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            cutscene_advance()
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        }
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        break
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    case 19:
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        cutscene_npc_action_sprite_reverse(1161, 2583, 1, false)
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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_dialogue()
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        with (msg)
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        {
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            talker[0] = 1161
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            message[0] = "* I apologize for my#  vagueness."
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            message[1] = "* I prefer to keep the#  bad memories to myself."
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            prt[0] = 377
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            prt[1] = 394
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        }
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        break
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    case 22:
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        cutscene_audio_fade(cutscene_music, 0, 500, 0.2, false, true)
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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] = 1161
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            message[0] = "* Anyway, the Lab#  shouldn't be horribly#  far from here."
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            message[1] = "* We WILL get to the#  bottom of this, Clover."
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            message[2] = "* In the meantime, you#  can scout ahead. I'm#  gonna rest a bit longer."
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            prt[0] = 377
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            prt[1] = 370
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            prt[2] = 377
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        }
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        break
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    case 24:
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        if cutscene_npc_action_sprite_reverse(1168, 3483, 0.5, false)
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        {
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            instance_destroy(obj_player_npc)
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            obj_pl.x = 389
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            obj_pl.y = 204
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        }
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        break
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    case 25:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 1)
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        break
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    case 26:
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        cutscene_advance()
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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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        camera_set_view_target(view_camera[0], 1031)
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        104950.y = 240
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        global.sworks_flag[14] = 1
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        global.party_member = -4
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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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        with (obj_ceroba_npc)
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        {
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            if interact
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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] = "* Go on."
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                    message[1] = "* Just scream if#  something makes an#  attempt on your life."
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                    prt[0] = 370
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                    prt[1] = 377
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                }
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            }
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        }
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        break
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}