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gml_Object_obj_steamworks_35_cutscene_neutral_Step_0

(view raw script w/o annotations or w/e)
1
switch scene
2
{
3
    case 0:
4
        if (obj_pl.x < obj_axis_npc.x)
5
        {
6
            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 }
()
7
            cutscene_advance()
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        }
9
        break
10
    case 1:
11
        obj_pl.direction = 90
12
        cutscene_sfx_play(snd_steamworks_35_axis_beep, 1)
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        break
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    case 2:
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        cutscene_wait(0.65)
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        break
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    case 3:
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        cutscene_sfx_play(snd_steamworks_35_axis_beep, 1)
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        break
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    case 4:
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        cutscene_wait(1.5)
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        break
23
    case 5:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1166
28
            color = true
29
            col_modif[0] = 16711935
30
            message[0] = "* [MAIN POWER SOURCE NOT#  FOUND_]"
31
            message[1] = "* [INITIATING EMERGENCY#  BACKUP POWER_]"
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            message_col[0][0] = "* [MAIN POWER SOURCE NOT#  FOUND_]"
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            message_col[1][0] = "* [INITIATING EMERGENCY#  BACKUP POWER_]"
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            position = 0
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        }
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        break
37
    case 6:
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        cutscene_npc_action_sprite(1166, 2989, 0.5, false)
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        obj_axis_npc.npc_direction = "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_music_start(219)
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        break
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    case 9:
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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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            message[0] = "* H-H-HUMA-N."
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            message[1] = "* Y-YOU HAVE ANGERED ME#  GREATLY."
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            message[2] = "* I HAVE HAD IT WITH YOU#  DOING NOTHING AS I FAIL#  OVER AND OVER."
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            message[3] = "* DO YOU KNOW HOW HARD IT#  WAS TO GET THE ACID OUT#  OF MY STEEL?"
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            message[4] = "* I HAD TO PUT MYSELF IN#  A WASHING MACHINE. IT#  WAS QUITE DIZZYING."
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            message[5] = "* THOUGH I DO FEEL, AS#  THE KIDS SAY: \"FRESH AS#  HELL.\""
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            prt[0] = 473
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            prt[1] = 473
60
            prt[2] = 473
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            prt[3] = 473
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            prt[4] = 473
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            prt[5] = 473
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            position = 0
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        }
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        break
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    case 10:
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        cutscene_wait(1)
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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] = 1166
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            message[0] = "* ..."
76
            message[1] = "* ANYWAY."
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            message[2] = "* IF YOU CANNOT TELL, I#  AM [ticked] OFF AND OUT#  OF NON-LETHAL OPTIONS."
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            message[3] = "* THAT, AND THIS FURNACE#  HAS A NICE \"TIME TO DIE\"#  AESTHETIC TO IT."
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            message[4] = "* SO PREPARE YOURSELF. I#  AM ATTACKING NOW."
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            prt[0] = 473
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            prt[1] = 473
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            prt[2] = 473
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            prt[3] = 473
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            prt[4] = 473
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            position = 0
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        }
87
        break
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    case 12:
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        cutscene_wait(0.5)
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        break
91
    case 13:
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        audio_pause_sound(cutscene_music)
93
        cutscene_battle_initiate("axis", true, false)
94
        obj_heart_initiate_battle.flash_delay = 5
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        obj_pl.image_alpha = 1
96
        break
97
    case 14:
98
        if instance_exists(obj_heart_initiate_battle_2)
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        {
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            instance_destroy(obj_blackout_overworld_2)
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            instance_destroy(obj_heart_initiate_battle_2)
102
            cutscene_advance()
103
        }
104
        break
105
    case 15:
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        cutscene_wait(2.5)
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        break
108
    case 16:
109
        cutscene_dialogue()
110
        with (msg)
111
        {
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            talker[0] = 1166
113
            message[0] = "* WHAT."
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            message[1] = "* MY PROGRAMMING IS#  PREVENTING ME FROM#  ATTACK."
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            message[2] = "* IT SAYS YOU ARE NOT A#  CURRENT THREAT OR#  RESISTING ARREST."
116
            message[3] = "* UGH, [forget] THIS."
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            message[4] = "* HERE, I WILL MAKE YOU A#  THREAT."
118
            prt[0] = 473
119
            prt[1] = 473
120
            prt[2] = 473
121
            prt[3] = 473
122
            prt[4] = 473
123
            position = 0
124
            if (message_current == 1)
125
                audio_resume_sound(other.cutscene_music)
126
        }
127
        break
128
    case 17:
129
        cutscene_npc_walk(1166, (obj_steamworks_35_trashcan.x + 20), (obj_steamworks_35_trashcan.y - 1), 2, "x", "left")
130
        break
131
    case 18:
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        cutscene_wait(0.5)
133
        cutscene_advance(18.5)
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        break
135
    case 18.5:
136
        if cutscene_npc_action_sprite(1166, 1393, 1, true)
137
        {
138
            obj_steamworks_35_trashcan.image_index = 1
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            obj_axis_npc.action_sprite = false
140
            cutscene_npc_set_sprites(obj_axis_npc, 488, 3297, 3267, 233, 488, 3297, 3267, 233)
141
            cutscene_advance(19)
142
        }
143
        break
144
    case 19:
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        cutscene_dialogue()
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        with (msg)
147
        {
148
            talker[0] = 1166
149
            message[0] = "* HOLD THIS, IT SUITS#  YOU."
150
            prt[0] = 473
151
        }
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        break
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    case 20:
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        cutscene_npc_walk(1166, obj_pl.x, clamp((obj_pl.y - 30), 90, 10000), 3, "x", "down")
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        break
156
    case 21:
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        cutscene_wait(0.5)
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        break
159
    case 22:
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        cutscene_sfx_play(snd_mart_impact_2, 1)
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        break
162
    case 23:
163
        instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc)
164
        obj_player_npc.npc_direction = "up"
165
        obj_player_npc.up_sprite_idle = 3317
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        cutscene_npc_set_sprites(obj_axis_npc, 488, 487, 484, 486, 488, 487, 484, 486)
167
        break
168
    case 24:
169
        cutscene_npc_walk(1166, obj_pl.x, clamp((obj_pl.y - 40), 90, 10000), 3, "y", "down")
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        break
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    case 25:
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        cutscene_dialogue()
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        with (msg)
174
        {
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            talker[0] = 1166
176
            message[0] = "* THERE. NOW YOU HAVE A#  DRAWN \"WEAPON.\""
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            message[1] = "* LOOPHOLES ARE#  WONDERFUL, ARE THEY NOT?"
178
            message[2] = "* YOUR CRIMES END HERE,#  HUMAN."
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            prt[0] = 473
180
            prt[1] = 473
181
            prt[2] = 473
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            position = 0
183
            if (message_current == 2)
184
                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 }
(other.cutscene_music, 650)
185
        }
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        break
187
    case 26:
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        cutscene_advance()
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        break
190
    case 27:
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        cutscene_battle_initiate("axis", true, true)
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        cutscene_advance(27.5)
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        break
194
    case 28:
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        audio_stop_all()
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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 }
()
197
        obj_pl.x = 700
198
        obj_pl.y = 140
199
        obj_pl.direction = 90
200
        obj_axis_npc.action_sprite = false
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        if cutscene_wait(1)
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            cutscene_advance(29)
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        break
204
    case 29:
205
        cutscene_dialogue()
206
        with (msg)
207
        {
208
            talker[0] = 1166
209
            message[0] = "* I APOLOGIZE FOR#  TORMENTING YOU AND#  CALLING YOU NAMES."
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            message[1] = "* MY CODED PROTOCOL#  BLINDED ME FROM#  SOMETHING..."
211
            message[2] = "* SOMETHING CALLED...#  \"BASIC DECENCY.\""
212
            message[3] = "* IT IS NOT EASY TO HAVE#  NO CONTROL OVER#  EMOTIONS, YOU KNOW."
213
            message[4] = "* TO BE HONEST..."
214
            message[5] = "* WHEN I LOOK AT YOU, I#  GROW A LITTLE ENVIOUS."
215
            message[6] = "* HUMANS AND MONSTERS,#  WHILE DIFFERENT, DO#  SHARE ONE THING."
216
            message[7] = "* INDIVIDUALITY."
217
            message[8] = "* YOU HAVE THE FREEDOM TO#  BE UNIQUE. TO CHOOSE."
218
            message[9] = "* BOTS LIKE ME ARE JUST#  ONE MODEL AMONG MANY."
219
            message[10] = "* THOUGH, THAT DOES NOT#  SEEM LIKE SUCH THE CASE#  ANYMORE."
220
            message[11] = "* THE STEAMWORKS HAVE#  SEEN BETTER DAYS, ALONG#  WITH ITS BOTS."
221
            message[12] = "* BUT I BELIEVE WE CAN#  MAKE IT WORK."
222
            message[13] = "* IF WE LEFT THIS PLACE,#  WE WOULD ONLY CAUSE#  ISSUES AND BE SHUT DOWN."
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            message[14] = "* BUT HERE, WE DO HAVE A#  FORM OF FREEDOM."
224
            message[15] = "* THE FREEDOM TO BE#  FLAWED."
225
            message[16] = "* ALL THAT TO SAY, I#  WOULD NOT INVITE ANY#  OTHER HUMANS HERE."
226
            message[17] = "* SOMEONE WILL JUMP THEM."
227
            prt[0] = 473
228
            prt[1] = 473
229
            prt[2] = 473
230
            prt[3] = 473
231
            prt[4] = 473
232
            prt[5] = 473
233
            prt[6] = 473
234
            prt[7] = 473
235
            prt[8] = 473
236
            prt[9] = 473
237
            prt[10] = 473
238
            prt[11] = 473
239
            prt[12] = 473
240
            prt[13] = 473
241
            prt[14] = 473
242
            prt[15] = 473
243
            prt[16] = 473
244
            prt[17] = 473
245
            switch message_current
246
            {
247
                case 1:
248
                    if (other.cutscene_music == 0)
249
                        other.cutscene_music = audio_play_sound(mus_well_be_okay, 1, 1)
250
                    break
251
                case 3:
252
                    obj_axis_npc.npc_direction = "right"
253
                    break
254
                case 5:
255
                    obj_axis_npc.npc_direction = "down"
256
                    break
257
                case 11:
258
                    obj_axis_npc.npc_direction = "up"
259
                    break
260
                case 14:
261
                    obj_axis_npc.npc_direction = "down"
262
                    break
263
            }
264
265
        }
266
        break
267
    case 30:
268
        cutscene_wait(1)
269
        break
270
    case 31:
271
        cutscene_sfx_play(snd_steamworks_35_axis_beep, 1)
272
        break
273
    case 32:
274
        cutscene_wait(1)
275
        break
276
    case 33:
277
        cutscene_sfx_play(snd_steamworks_35_axis_beep, 1)
278
        break
279
    case 34:
280
        cutscene_wait(1)
281
        break
282
    case 35:
283
        cutscene_dialogue()
284
        with (msg)
285
        {
286
            color = true
287
            message_col[0][0] = ""
288
            col_modif[0] = 16711935
289
            talker[0] = 1166
290
            message[0] = "  BACKUP BATTERY EXTREMELY LOW.#  PLEASE RECHARGE."
291
            message_col[0][0] = "  BACKUP BATTERY EXTREMELY LOW.#  PLEASE RECHARGE."
292
            message[1] = "* OH, SUPPOSE I SHOULD GO#  DO THAT."
293
            message[2] = "* RECHARGING WILL RESTORE#  ME BACK TO MY FACTORY#  STATE BUT..."
294
            prt[1] = 473
295
            prt[2] = 473
296
            message[3] = "  ADDED \"HATTED HUMAN\" TO#  \"AUTHORIZED\" LIST."
297
            message_col[3][0] = message[3]
298
            message[4] = "* THERE. NOW I WILL NOT#  ATTEMPT APPREHENSION#  NEXT TIME WE MEET."
299
            message[5] = "* HAVE A PLEASANT#  JOURNEY, HUMAN."
300
            prt[4] = 473
301
            prt[5] = 473
302
        }
303
        break
304
    case 36:
305
        audio_sound_gain(cutscene_music, 0, 900)
306
        cutscene_npc_walk(1166, 760, obj_axis_npc.y, 2, "y", "left", 1031, 880, 140)
307
        if (x > (obj_pl.x + 3))
308
            obj_pl.direction = 0
309
        break
310
    case 37:
311
        cutscene_wait(2.5)
312
        break
313
    case 38:
314
        audio_sound_gain(cutscene_music, 1, 300)
315
        cutscene_npc_set_sprites(obj_axis_npc, 488, 487, 484, 487, 488, 487, 484, 487)
316
        break
317
    case 39:
318
        cutscene_npc_walk(1166, 790, 140, 5, "x", "right")
319
        break
320
    case 40:
321
        cutscene_dialogue()
322
        with (msg)
323
        {
324
            talker[0] = 1166
325
            message[0] = "* OH, ONE MORE THING."
326
            message[1] = "* LEAVE THE POWER ON WHEN#  YOU EXIT, WILL YOU?"
327
            message[2] = "* I LIKE LIVING. "
328
            message[3] = "* THANKS."
329
            prt[0] = 473
330
            prt[1] = 473
331
            prt[2] = 473
332
            prt[3] = 473
333
        }
334
        break
335
    case 41:
336
        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, 300)
337
        cutscene_npc_walk(1166, 880, 140, 5, "y", "left")
338
        break
339
    case 42:
340
        cutscene_wait(0.5)
341
        break
342
    case 43:
343
        instance_destroy(obj_axis_npc)
344
        global.sworks_flag[31] = 2
345
        cutscene_end()
346
        break
347
}