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gml_Object_obj_steamworks_36_controller_Step_0

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switch scene
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{
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    case 0:
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        instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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        cutscene_follower_into_actor()
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        break
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    case 1:
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        cutscene_npc_walk(1161, 555, obj_pl.y, 3, "x", "right")
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        scene = 2
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        break
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    case 2:
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        cutscene_wait(0.2)
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        break
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    case 3:
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        cutscene_npc_walk(1168, 580, obj_pl.y, 3, "x", "left")
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        break
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    case 4:
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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] = "* I gotta say, that was#  pretty entertaining!"
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            message[1] = "* Glad we could bypass#  Axis without destroying#  him."
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            message[2] = "* Turns out you're a#  pretty damn good leader,#  Clover!"
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            message[3] = "* I don't know why I#  doubted-"
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            message[4] = "* ..."
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            message[5] = "* Right."
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            prt[0] = 372
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            prt[1] = 374
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            prt[2] = 395
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            prt[3] = 372
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            prt[4] = 394
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            prt[5] = 371
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        }
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        break
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    case 5:
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        cutscene_npc_direction(obj_ceroba_npc, "left")
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        break
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    case 6:
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        cutscene_wait(1)
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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] = 1161
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            message[0] = "* ..."
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            message[1] = "* I see our exit up ahead."
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            message[2] = "* We're close."
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            prt[0] = 394
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            prt[1] = 371
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            prt[2] = 370
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            if (message_current == 2)
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                obj_ceroba_npc.npc_direction = "right"
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        }
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        break
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    case 8:
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        cutscene_npc_walk(1161, (obj_player_npc.x + 20), obj_player_npc.y, 3, "left")
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        break
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    case 9:
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        cutscene_actor_into_follower()
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        instance_destroy(obj_player_npc)
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        break
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    case 10:
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        global.sworks_flag[40] = 1
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        cutscene_end()
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        break
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}