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gml_Object_obj_steamworks_35_cutscene_geno_Step_0

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switch scene
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{
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    case 0:
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        if (obj_pl.x < 790)
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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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            instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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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_npc_walk(1168, 700, 140, 3, "x", "up")
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        break
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    case 2:
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        cutscene_wait(1.25)
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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] = 1166
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            if (global.geno_complete[4] == true)
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            {
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                message[0] = "* I. .."
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                message[1] = "* I DID ALL I C0ULD."
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                message[2] = "* I wAS OnLY ABLE TO sAVE#  A FEW buT..."
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                message[3] = "* NoW_ I KN0W YOU WILL#  LE4VE ThIS PLaCE#  UNSATISFIED."
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                message[4] = "* . . ."
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                message[5] = "* TH3 SAME FaTE ThEY mET#  MAY AWAiT ME,"
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                message[6] = "* BuT I WILL N0 LONG,ER#  RUN FRom YOU."
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                message[7] = "* ThAT CANN0N OF DE4TH#  YOU WIeLD iS STR0NG.. ."
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                prt[0] = 3282
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                prt[1] = 3282
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                prt[2] = 3282
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                prt[3] = 3282
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                prt[4] = 3282
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                prt[5] = 3282
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                prt[6] = 3282
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                prt[7] = 3282
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            }
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            else
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            {
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                message[0] = "* CoULDN'T GET us ALL,#  HUH?"
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                message[1] = "* IT SE3MS MaNY BOTS#  EvADED Y0U."
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                message[2] = "* NoW_ I KN0W YOU WILL#  LE4VE ThIS PLaCE#  UNSATISFIED."
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                message[3] = "* BUT AS yOU CAN SEE, I#  AM STILL H3RE."
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                message[4] = "* WeLL, ,,"
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                message[5] = "* I DECIdED I WILL N0#  LONG,ER RUN FRom YOU."
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                message[6] = "* ThAT CANN0N OF DE4TH#  YOU WIeLD iS STR0NG.. ."
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                prt[0] = 3282
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                prt[1] = 3282
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                prt[2] = 3282
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                prt[3] = 3282
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                prt[4] = 3282
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                prt[5] = 3282
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                prt[6] = 3282
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            }
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            position = 0
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        }
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        break
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    case 4:
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        cutscene_npc_walk(1166, (obj_steamworks_35_trashcan.x + 20), (obj_steamworks_35_trashcan.y - 1), 2, "x", "left")
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        break
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    case 5:
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        cutscene_wait(0.5)
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        cutscene_advance(5.5)
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        break
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    case 5.5:
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        if cutscene_npc_action_sprite(1166, 3549, 1, true)
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        {
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            obj_steamworks_35_trashcan.image_index = 1
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            obj_axis_npc.action_sprite = false
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            cutscene_npc_set_sprites(obj_axis_npc, 2592, 1728, 3681, 233, 488, 1728, 3681, 3415)
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            cutscene_advance(6)
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        }
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        break
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    case 6:
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        cutscene_npc_walk(1166, 700, 100, 3, "x", "down")
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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] = 1166
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            if (global.geno_complete[4] == true)
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            {
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                message[0] = "* BUT AS you CAN SEE, . ."
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                message[1] = "* I H4VE DRaWN A \"WEAP0n\"#  OF MY OWN_."
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                message[2] = "* NoW.. . AS THE K1DS#  SAY,"
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                message[3] = "* COME AT ME."
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                prt[0] = 3282
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                prt[1] = 3282
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                prt[2] = 3282
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                prt[3] = 3282
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            }
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            else
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            {
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                message[0] = "* BUT I H4VE DRaWN A#  \"WEAP0n\" OF MY OWN_."
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                message[1] = "* SO. .."
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                message[2] = "* WhY NOT TRY Y0UR LUCK?"
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                prt[0] = 3282
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                prt[1] = 3282
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                prt[2] = 3282
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            }
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            position = 0
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        }
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        break
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    case 9:
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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, 650)
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        cutscene_advance()
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        break
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    case 10:
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        cutscene_battle_initiate("axis genocide", true, true)
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        cutscene_advance()
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        break
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}