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gml_Object_obj_steamworks_35_cutscene_geno_outro_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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        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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        obj_pl.x = 680
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        obj_pl.y = 140
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        obj_pl.direction = 90
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        cutscene_camera_freeze(700, 140)
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        break
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    case 1:
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        cutscene_wait(1.5)
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        break
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    case 2:
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        cutscene_instance_create((obj_pl.x + 20), obj_pl.y, obj_flowey_npc)
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        instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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        obj_flowey_npc.action_sprite = true
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        obj_flowey_npc.npc_direction = "up"
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        obj_flowey_npc.sprite_index = spr_floweyrise_up
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        obj_flowey_npc.image_speed = 1
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        break
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    case 3:
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        with (obj_flowey_npc)
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        {
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            if (image_index >= (image_number - 1))
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            {
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                action_sprite = false
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                other.scene += 1
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            }
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        }
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        break
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    case 4:
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        cutscene_wait(1.5)
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        break
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    case 5:
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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] = "* ..."
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            message[1] = "* ..."
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            message[2] = "* What... was that?"
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            message[3] = "* Clover... what..."
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            message[4] = "* Um, okay. No, this is#  fine."
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            message[5] = "* This can be very useful#  against the Ki"
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            prt[0] = 352
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            prt[1] = 353
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            prt[2] = 352
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            prt[3] = 352
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            prt[4] = 353
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            prt[5] = 348
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            if (message_current == 5)
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            {
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                skippable = false
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                message_timer = 10
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            }
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        }
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        break
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    case 6:
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        obj_flowey_npc.npc_direction = "left"
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        cutscene_npc_walk(1168, 480, 140, 2, "x", "left")
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        if (obj_player_npc.x < 580)
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            cutscene_advance(7)
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        break
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    case 7:
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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] = "* Wait, where are you#  going?"
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            message[1] = "* I'm still talking!"
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            prt[0] = 352
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            prt[1] = 351
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        }
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        break
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    case 8:
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        if cutscene_npc_action_sprite(3194, 245, 0.2, false)
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            instance_destroy(obj_flowey_npc)
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        break
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    case 9:
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        cutscene_wait(1)
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        break
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    case 10:
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        global.sworks_flag[31] = 4
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        cutscene_change_room(206, 630, 170, 0.05)
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        obj_pl.direction = 180
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        break
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}