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gml_Object_obj_steamworks_24_controller_Step_0

(view raw script w/o annotations or w/e)
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switch scene
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{
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    case 0:
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        with (obj_event_collider)
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        {
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            if (trigger == true)
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            {
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                instance_destroy()
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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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                if (global.sworks_flag[15] == 0)
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                {
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                    obj_pl.direction = 180
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                    other.scene++
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                }
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            }
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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 - 40), obj_pl.y, obj_flowey_npc)
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        obj_flowey_npc.action_sprite = true
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        obj_flowey_npc.sprite_index = spr_floweyrise
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        obj_flowey_npc.image_speed = 0.2
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        break
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    case 2:
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        if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1))
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        {
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            obj_flowey_npc.npc_direction = "right"
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            obj_flowey_npc.action_sprite = false
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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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        cutscene_wait(0.5)
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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] = 3194
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            message[0] = "* Howdy!"
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            message[1] = "* Boy am I glad that fox#  lady let you roam free#  for a bit."
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            message[2] = "* Not being able to talk#  to my pal has been#  torture!"
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            message[3] = "* Now, I know she roped#  ya into some Lab detour#  but..."
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            message[4] = "* Come on... captive#  monsters? Talk about a#  conspiracy nut!"
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            message[5] = "* I mean, it's like you#  don't wanna follow my#  advice!"
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            message[6] = "* Remember your REAL#  mission, Clover."
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            message[7] = "* The five children you#  set out to find in the#  first place."
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            message[8] = "* There's no need to#  visit that dingy lab, ya#  know?"
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            message[9] = "* ASGORE's still out#  there threatening human#  lives!"
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            message[10] = "* Keep your head in the#  game."
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            message[11] = "* This is our journey.#  Not Ceroba's."
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            prt[0] = 348
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            prt[1] = 347
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            prt[2] = 357
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            prt[3] = 347
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            prt[4] = 349
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            prt[5] = 349
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            prt[6] = 3251
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            prt[7] = 348
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            prt[8] = 357
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            prt[9] = 356
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            prt[10] = 353
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            prt[11] = 352
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        }
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        break
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    case 5:
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        cutscene_npc_action_sprite(3194, 245, 0.25, true, 0)
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        break
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    case 6:
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        instance_destroy(obj_flowey_npc)
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        cutscene_wait(1)
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        break
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    case 7:
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        cutscene_instance_create((camera_get_view_x(view_camera[0]) + camera_get_view_width(view_camera[0]) + 40), obj_pl.y, obj_ceroba_npc)
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        break
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    case 8:
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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] = "* Hey, wait up!"
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            prt[0] = 370
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        }
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        obj_pl.direction = 0
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        break
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    case 9:
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        audio_sound_gain(obj_radio.current_song, 0, 500)
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        cutscene_advance()
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        break
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    case 10:
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        cutscene_npc_walk(1161, (obj_pl.x + 40), obj_pl.y, 3, "x", "left")
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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] = "* I think I'm ready to#  get back into things."
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            message[1] = "* Lead the way."
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            prt[0] = 377
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            prt[1] = 370
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        }
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        break
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    case 12:
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        cutscene_npc_walk(1161, (obj_pl.x + 20), obj_pl.y, 3, "x", "left")
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        break
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    case 13:
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        audio_sound_gain(obj_radio.current_song, 1, 500)
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        cutscene_advance()
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        break
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    case 14:
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        obj_pl.direction = 180
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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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        global.party_member = 1171
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        global.sworks_flag[15] = 1
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        cutscene_advance()
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        break
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    case 15:
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        cutscene_end()
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        break
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}