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gml_Object_obj_steamworks_31_cutscene_Step_0

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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 0:
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        if (obj_pl.x < 420)
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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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            audio_sound_gain(obj_radio.current_song, 0, 600)
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            instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc)
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            cutscene_follower_into_actor()
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        }
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        break
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    case 1:
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        cutscene_npc_walk(1161, 330, 310, 2, "x", "up")
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        cutscene_npc_walk(1168, 370, 310, 2, "x", "up")
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        cutscene_advance(2)
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        break
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    case 2:
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        if (obj_ceroba_npc.npc_arrived && obj_player_npc.npc_arrived)
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        {
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            obj_ceroba_npc.can_walk = false
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            obj_ceroba_npc.npc_arrived = false
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            obj_player_npc.can_walk = false
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            obj_player_npc.npc_arrived = 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(1.5)
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        break
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    case 4:
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        cutscene_npc_direction(obj_ceroba_npc, "left")
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        break
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    case 5:
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        cutscene_wait(1.5)
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        break
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    case 6:
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        cutscene_npc_direction(obj_ceroba_npc, "up")
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        break
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    case 7:
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        cutscene_wait(0.5)
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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] = "* Two paths..."
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            prt[0] = 371
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        }
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        break
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    case 9:
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        cutscene_wait(0.5)
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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] = 1161
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            message[0] = "* Hold on..."
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            prt[0] = 370
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        }
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        obj_player_npc.npc_direction = "left"
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        obj_ceroba_npc.npc_direction = "left"
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        break
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    case 11:
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        cutscene_npc_walk(1161, 250, 310, 3, "x", "left")
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        cutscene_npc_walk(1168, 280, 310, 3, "x", "left")
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        cutscene_advance()
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        break
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    case 12:
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        if (obj_ceroba_npc.npc_arrived && obj_player_npc.npc_arrived)
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        {
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            obj_ceroba_npc.can_walk = false
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            obj_ceroba_npc.npc_arrived = false
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            obj_player_npc.can_walk = false
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            obj_player_npc.npc_arrived = false
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            cutscene_advance()
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        }
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        break
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    case 13:
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        cutscene_camera_move(150, obj_player_npc.y, 2)
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        break
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    case 14:
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        cutscene_wait(0.75)
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        break
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    case 15:
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        cutscene_dialogue()
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        with (msg)
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        {
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            position = 1
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            talker[0] = 1161
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            message[0] = "* That symbol, I've seen#  it on Chujin's work#  uniform."
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            message[1] = "* Lemme try one of his#  codes..."
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            prt[0] = 393
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            prt[1] = 370
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        }
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        break
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    case 16:
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        cutscene_npc_walk(1161, 140, 320, 3, "x", "left")
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        break
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    case 17:
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        cutscene_wait(0.5)
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        break
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    case 18:
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        cutscene_sfx_play(snd_beep, 1)
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3))
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        break
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    case 19:
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        cutscene_wait(0.2)
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        break
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    case 20:
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        cutscene_sfx_play(snd_beep, 1)
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3))
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        break
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    case 21:
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        cutscene_wait(0.2)
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        break
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    case 22:
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        cutscene_sfx_play(snd_beep, 1)
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3))
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        break
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    case 23:
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        cutscene_wait(0.2)
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        break
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    case 24:
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        cutscene_sfx_play(snd_fail, 1)
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        audio_sound_pitch(snd_fail, 0.5)
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        break
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    case 25:
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        cutscene_wait(0.5)
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        break
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    case 26:
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        cutscene_dialogue()
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        with (msg)
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        {
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            position = 1
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            talker[0] = 1161
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            message[0] = "* Nope."
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            prt[0] = 377
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        }
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        break
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    case 27:
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        cutscene_wait(0.15)
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        break
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    case 28:
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        cutscene_sfx_play(snd_beep, 1)
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3))
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        break
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    case 29:
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        cutscene_wait(0.2)
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        break
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    case 30:
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        cutscene_sfx_play(snd_beep, 1)
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3))
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        break
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    case 31:
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        cutscene_wait(0.2)
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        break
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    case 32:
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        cutscene_sfx_play(snd_beep, 1)
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3))
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        break
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    case 33:
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        cutscene_wait(0.2)
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        break
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    case 34:
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        cutscene_sfx_play(snd_fail, 1)
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        audio_sound_pitch(snd_fail, 0.5)
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        break
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    case 35:
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        cutscene_wait(0.5)
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        break
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    case 36:
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        cutscene_dialogue()
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        with (msg)
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        {
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            position = 1
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            talker[0] = 1161
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            message[0] = "* Ugh."
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            message[1] = "* Well, I only have one#  left but I've already#  used it. "
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            message[2] = "* Here goes!"
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            prt[0] = 366
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            prt[1] = 377
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            prt[2] = 394
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            if (message_current == 1)
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                obj_ceroba_npc.npc_direction = "right"
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        }
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        break
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    case 37:
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        cutscene_wait(0.2)
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        obj_ceroba_npc.npc_direction = "left"
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        break
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    case 38:
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        cutscene_sfx_play(snd_beep, 1)
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3))
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        break
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    case 39:
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        cutscene_wait(0.2)
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        break
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    case 40:
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        cutscene_sfx_play(snd_beep, 1)
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3))
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        break
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    case 41:
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        cutscene_wait(0.2)
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        break
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    case 42:
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        cutscene_sfx_play(snd_beep, 1)
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3))
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        break
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    case 43:
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        cutscene_wait(0.2)
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        break
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    case 44:
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        cutscene_sfx_play(snd_success, 1)
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        break
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    case 45:
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        cutscene_wait(0.75)
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        break
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    case 46:
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        obj_steamworks_31_door_left.image_speed = 1
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        if (obj_steamworks_31_door_left.image_index >= 16)
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        {
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            audio_play_sound(snd_sliding_door_open, 1, 0)
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            cutscene_advance()
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        }
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        break
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    case 47:
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        if (obj_steamworks_31_door_left.image_index >= (obj_steamworks_31_door_left.image_number - 1))
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            cutscene_wait(1.5)
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        break
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    case 48:
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        cutscene_npc_direction(obj_ceroba_npc, "right")
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        break
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    case 49:
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        cutscene_dialogue()
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        with (msg)
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        {
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            position = 1
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            talker[0] = 1161
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            message[0] = "* Seriously? Same code as#  the Dunes gate?"
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            message[1] = "* With this kinda#  security, no wonder Axis#  is so vigilant."
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            message[2] = "* After you."
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            prt[0] = 384
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            prt[1] = 370
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            prt[2] = 395
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        }
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        break
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    case 50:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 3, true)
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        cutscene_npc_walk(1161, (obj_player_npc.x + 30), obj_player_npc.y, 3, "x", "left")
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        break
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    case 51:
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        cutscene_actor_into_follower()
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        cutscene_camera_reset(true)
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        audio_sound_gain(obj_radio.current_song, 1, 800)
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        cutscene_end()
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        global.sworks_flag[21] = 1
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        with (obj_determination)
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            image_alpha = 1
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        var doorway = instance_create_depth(120, 300, 300, obj_doorway)
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        with (doorway)
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        {
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            nextroom = 192
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            xx = 720
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            yy = 470
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            image_xscale = 3
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            image_yscale = 1.687
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        }
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        break
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}