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gml_Object_obj_steamworks_33_cutscene_neutral_Step_0

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switch scene
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{
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    case 0:
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        if (scr_interact
scr_interact

function scr_interact() //gml_Script_scr_interact { if (distance_to_object(obj_pl) < 20 && obj_pl.state == gml_Script_scr_normal_state) { var pl_dir = obj_pl.direction var pl_x = 0 var pl_y = 0 var check_distance_x = 0 var check_distance_y = 0 switch pl_dir { case 0: pl_x = obj_pl.bbox_right pl_y = obj_pl.bbox_top + 1 check_distance_x = 20 break case 180: pl_x = obj_pl.bbox_left pl_y = obj_pl.bbox_top + 1 check_distance_x = -20 break case 90: pl_x = obj_pl.x pl_y = obj_pl.bbox_top check_distance_y = -20 break case 270: pl_x = obj_pl.x pl_y = obj_pl.bbox_bottom check_distance_y = 20 break } if collision_line_first(pl_x, pl_y, (pl_x + check_distance_x), (pl_y + check_distance_y), id, false, false) return true; } }
() && keyboard_multicheck_pressed(0))
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            cutscene_advance()
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        break
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    case 1:
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        if (global.sworks_flag[28] >= 1)
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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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                message[0] = "* (You hear the whirring of#  cooling fans inside the hot#  console.)	"
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                message[1] = "* (Best leave it be.)"
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            }
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            scene = 0
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            return;
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        }
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        if (global.route == 3)
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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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                message[0] = "* (The computer was recently#  used.)"
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            scene = 0
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        }
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        else
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        {
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            cutscene_dialogue()
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            with (msg)
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            {
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                message[0] = "* (A daunting array of screens#  and buttons lie before you.)"
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                message[1] = "* (You press one of the#  buttons.)"
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            }
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        }
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        break
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    case 2:
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        cutscene_sfx_play(snd_beep, 1)
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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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        if (!instance_exists(obj_dialogue_steamworks_33))
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        {
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            msg = instance_create_depth(0, 0, -9999, obj_dialogue_steamworks_33)
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            msg.draw_alpha = 0
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        }
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        with (msg)
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        {
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            ch_msg = 2
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            ch[1] = "Info"
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            ch[2] = "Docs"
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            ch[3] = "Pictures"
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            ch[4] = "Games"
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            ch[5] = "Settings"
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            message[0] = "* Robotics Control Status:#  Functioning at 78%."
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            message[1] = "* Awaiting input . . ."
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            message[2] = "* MAIN DIRECTORY:"
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            switch outcome
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            {
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                case 1:
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                    message[3] = "* Steamworks Station R#  System"
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                    message[4] = "* OS Delta - Version 1.4 -#  Installed X/X/20XX"
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                    message[5] = "* Processor - Ultra McTurbo#  Core 180 - 0.5GHz"
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                    message[6] = "* Installed Physical Memory -#  500 MB"
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                    message[7] = "* Graphics Card - ERROR"
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                    break
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                case 2:
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                    message[3] = "* ERROR - Information#  classified."
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                    break
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                case 3:
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                    message[3] = "* Loading . . ."
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                    message[4] = "* Estimated time remaining:#  9 hours . . ."
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                    break
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                case 4:
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                    message[3] = "* Loading . . ."
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                    message[4] = "* Feature BLOCKED."
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                    message[5] = "* Custom message: Trying to#  play video games on#  the job? "
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                    message[6] = "* Please report to the head#  office. We have a#  pink-colored gift for you."
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                    break
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                case 5:
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                    message_reset = true
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                    other.scene = 5
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                    break
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            }
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        }
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        if (!global.dialogue_open)
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        {
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            msg.message_reset = true
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            cutscene_advance(4)
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            return true;
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        }
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        break
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    case 5:
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        with (msg)
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        {
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            ch_msg = 0
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            ch[1] = "Emergency Shutdown"
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            ch[2] = "Back"
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            message[0] = "* Select your option."
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            switch outcome
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            {
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                case 1:
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                    other.scene = 6
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                    message_reset = true
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                    break
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                case 2:
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                    other.scene = 4
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                    message_reset = true
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                    break
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            }
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        }
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        break
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    case 6:
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        with (msg)
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        {
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            ch_msg = 0
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            ch[1] = "Yes"
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            ch[2] = "No"
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            message[0] = "* Shut down all helper bots#  within the vicinity?"
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            switch outcome
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            {
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                case 1:
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                    message[1] = "* Attempting shut down . . ."
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                    message[2] = "* . . ."
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                    message[3] = "* ERROR: Could not complete#  task."
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                    message[4] = "* . . ."
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                    message[5] = "* Just kidding ;)"
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                    message[6] = "* Emergency shutdown#  complete."
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                    other.scene = 7
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                    break
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                case 2:
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                    message[1] = "* Why did you select this#  option then?"
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                    break
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            }
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        }
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        if (!global.dialogue_open)
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        {
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            msg.message_reset = true
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            cutscene_advance(5)
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        }
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        break
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    case 7:
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        if global.dialogue_open
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            return;
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        msg.message_reset = true
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        msg.fade_out = true
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        cutscene_advance()
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        break
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    case 8:
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        if instance_exists(obj_dialogue_steamworks_33)
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            return;
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        cutscene_advance()
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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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        obj_steamworks_33_bridge.active = true
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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 11:
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        if (obj_steamworks_33_bridge.active == false)
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            cutscene_advance()
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        break
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    case 12:
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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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        audio_sound_gain(obj_radio.current_song, 1, 500)
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        cutscene_advance()
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        instance_destroy(105663)
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        ds_list_clear(global.encounter_list)
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        global.sworks_flag[28] = 1
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        break
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}