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gml_Object_obj_steamworks_37_controller_Step_0

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1
if live_call()
2
    return global.live_result;
3
switch scene
4
{
5
    case 0:
6
        if (obj_pl.x <= 280)
7
        {
8
            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_follower_into_actor()
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        }
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        break
13
    case 1:
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        cutscene_wait(0.25)
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        break
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    case 2:
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        cutscene_camera_move(180, obj_pl.y, 2)
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        break
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    case 3:
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        cutscene_wait(0.5)
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        break
22
    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] = "* We actually made it..."
28
            prt[0] = 371
29
        }
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        break
31
    case 5:
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        cutscene_npc_walk(1161, 200, 140, 3, "x", "up")
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        scene++
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        break
35
    case 6:
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        cutscene_wait(0.5)
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        break
38
    case 7:
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        cutscene_npc_walk(1168, 150, 170, 3, "y", "up")
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        break
41
    case 8:
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        cutscene_wait(0.25)
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        break
44
    case 9:
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        cutscene_dialogue()
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        with (msg)
47
        {
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            talker[0] = 1161
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            message[0] = "* Let's hope this elevator#  works."
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            prt[0] = 394
51
        }
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        break
53
    case 10:
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        cutscene_wait(0.25)
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        break
56
    case 11:
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        cutscene_sfx_play(snd_beep, 1)
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        break
59
    case 12:
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        cutscene_wait(0.5)
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        break
62
    case 13:
63
        obj_ceroba_npc.npc_direction = "left"
64
        cutscene_advance(13.2)
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        break
66
    case 13.2:
67
        if (!audio_is_playing(snd_elevator))
68
        {
69
            var elevator_sound = audio_play_sound(snd_elevator, 1, 0, 0, 1)
70
            audio_sound_gain(elevator_sound, 1, 2000)
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        }
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        scene = 13.4
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        break
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    case 13.4:
75
        if audio_is_playing(snd_elevator)
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            return;
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        cutscene_sfx_play(snd_sliding_door_open, 1)
78
        cutscene_advance(14)
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        break
80
    case 14:
81
        with (obj_steamworks_37_elevator)
82
        {
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            image_speed = 1
84
            if (image_index >= (image_number - 1))
85
            {
86
                image_index = image_number - 1
87
                image_speed = 0
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                other.scene++
89
            }
90
        }
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        break
92
    case 15:
93
        cutscene_wait(1.2)
94
        break
95
    case 16:
96
        cutscene_npc_direction(obj_ceroba_npc, "down")
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        break
98
    case 17:
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        cutscene_dialogue()
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        with (msg)
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        {
102
            talker[0] = 1161
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            message[0] = "* Next stop, the Lab."
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            prt[0] = 371
105
        }
106
        break
107
    case 18:
108
        cutscene_npc_walk(1161, 170, obj_ceroba_npc.y, 1, "x", "up")
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        break
110
    case 19:
111
        instance_create(360, 170, obj_starlo_npc)
112
        with (obj_starlo_npc)
113
        {
114
            down_sprite_idle = 230
115
            left_sprite_idle = 232
116
            right_sprite_idle = 235
117
            down_sprite = 240
118
            left_sprite = 236
119
            right_sprite = 237
120
        }
121
        instance_create(400, 150, obj_ed_npc)
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        instance_create(obj_ceroba_npc.x, (obj_ceroba_npc.y - 40), obj_cutscene_ex)
123
        scene++
124
        break
125
    case 20:
126
        obj_player_npc.npc_direction = "right"
127
        cutscene_dialogue()
128
        with (msg)
129
        {
130
            talker[0] = 1169
131
            message[0] = "* And what are you planning to do#  at the Lab?"
132
        }
133
        break
134
    case 21:
135
        instance_destroy(obj_cutscene_ex)
136
        cutscene_npc_direction(obj_ceroba_npc, "right")
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        break
138
    case 22:
139
        cutscene_npc_walk(1169, 260, 170, 4, "x", "left")
140
        cutscene_npc_walk(1162, 300, 150, 4, "x", "left")
141
        scene = 23
142
        break
143
    case 23:
144
        cutscene_dialogue()
145
        with (msg)
146
        {
147
            talker[0] = 1161
148
            message[0] = "* Starlo!? W-What are you#  doing here!?"
149
            prt[0] = 388
150
        }
151
        break
152
    case 24:
153
        if cutscene_npc_walk(1161, 200, 170, 4, "x", "right")
154
            cutscene_music = audio_play_sound(mus_ones_past, 1, 1)
155
        break
156
    case 25:
157
        cutscene_dialogue()
158
        with (msg)
159
        {
160
            talker[0] = 1169
161
            talker[3] = 1169
162
            talker[8] = 1169
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            talker[12] = 1169
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            talker[6] = 1162
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            talker[2] = 1161
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            talker[10] = 1161
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            message[0] = "* The gang and I were#  planning a return party#  for you."
168
            message[1] = "* Thought it was a great#  idea, especially for#  Kanako."
169
            message[2] = "* That's... very kind of#  you."
170
            message[3] = "* Yeah... Well, we went to#  your old house to spruce#  it up."
171
            message[4] = "* After all, this would be#  the perfect time to move#  back in."
172
            message[5] = "* Ed, what did you find#  while cleaning?"
173
            message[6] = "* Uh... I was sweepin' the#  floor and spotted#  somethin'..."
174
            message[7] = "* An almost invisible#  trapdoor. An entrance..."
175
            message[8] = "* Ceroba... what's#  actually going on#  here?"
176
            message[9] = "* What really happened to#  Kanako?"
177
            message[10] = "* (N-No... Why...?)"
178
            message[11] = "* (This can't...)"
179
            message[12] = "* Quit mumbling to#  yourself and speak up!"
180
            message[13] = "* Why did you need Clover?"
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            message[14] = "* I don't want this to#  escalate so tell the#  truth!!"
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            prt[0] = 421
183
            prt[1] = 421
184
            prt[2] = 370
185
            prt[3] = 421
186
            prt[4] = 421
187
            prt[5] = 407
188
            prt[6] = 454
189
            prt[7] = 451
190
            prt[8] = 416
191
            prt[9] = 418
192
            prt[10] = 388
193
            prt[11] = 609
194
            prt[12] = 403
195
            prt[13] = 421
196
            prt[14] = 416
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            if (message_current == 10)
198
                obj_ceroba_npc.npc_direction = "up"
199
            if (message_current == 12)
200
                obj_ceroba_npc.npc_direction = "right"
201
        }
202
        break
203
    case 26:
204
        cutscene_wait(1)
205
        break
206
    case 27:
207
        cutscene_npc_set_sprites(obj_ceroba_npc, 67, 68, 66, 68, 61, 65, 60, 65)
208
        break
209
    case 28:
210
        cutscene_npc_walk(1161, 185, obj_ceroba_npc.y, 1, "x", "right")
211
        break
212
    case 29:
213
        cutscene_wait(0.5)
214
        break
215
    case 30:
216
        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, 1000)
217
        cutscene_dialogue()
218
        with (msg)
219
        {
220
            talker[0] = 1161
221
            message[0] = "* I... "
222
            message[1] = "* I have to go."
223
            message[2] = "* Clover, come on!"
224
            prt[0] = 394
225
            prt[1] = 371
226
            prt[2] = 370
227
        }
228
        break
229
    case 31:
230
        cutscene_npc_set_sprites(obj_ceroba_npc, 81, 80, 78, 79, 61, 65, 60, 63)
231
        break
232
    case 32:
233
        cutscene_npc_walk(1161, 170, 100, 4, "x", "down")
234
        cutscene_npc_walk(1169, 170, 135, 5, "x", "up")
235
        if (obj_ceroba_npc.y < 140)
236
        {
237
            obj_ceroba_npc.image_alpha -= 0.5
238
            if (obj_ceroba_npc.image_alpha <= 0)
239
                scene = 33
240
        }
241
        break
242
    case 33:
243
        cutscene_npc_set_sprites(obj_player_npc, 15, 16, 18, 17, 24, 21, 23, 22)
244
    case 34:
245
        obj_player_npc.npc_direction = "up"
246
        scene++
247
        break
248
    case 35:
249
        if obj_starlo_npc.npc_arrived
250
            scene++
251
        break
252
    case 36:
253
        cutscene_sfx_play(snd_undertale_thud, 1)
254
        break
255
    case 37:
256
        cutscene_wait(0.25)
257
        break
258
    case 38:
259
        cutscene_dialogue()
260
        with (msg)
261
        {
262
            talker[0] = 1169
263
            message[0] = "* Ceroba!!!"
264
            prt[0] = 403
265
        }
266
        break
267
    case 39:
268
        cutscene_npc_walk(1169, 200, 140, 4, "x", "up")
269
        break
270
    case 41:
271
    case 43:
272
    case 45:
273
    case 47:
274
        cutscene_sfx_play(snd_beep, 1)
275
        break
276
    case 40:
277
    case 42:
278
    case 44:
279
    case 46:
280
    case 48:
281
        cutscene_wait(0.2)
282
        break
283
    case 49:
284
        cutscene_npc_direction(obj_starlo_npc, "right")
285
        break
286
    case 50:
287
        cutscene_dialogue()
288
        with (msg)
289
        {
290
            talker[0] = 1169
291
            talker[2] = 1162
292
            message[0] = "* Ed! Take Clover back#  home and keep watch!"
293
            message[1] = "* I'll chase after her!"
294
            message[2] = "* Right!"
295
            prt[0] = 403
296
            prt[1] = 421
297
            prt[2] = 451
298
        }
299
        break
300
    case 51:
301
        cutscene_npc_direction(obj_starlo_npc, "up")
302
        break
303
    case 52:
304
        cutscene_npc_walk(1162, obj_player_npc.x, (obj_player_npc.y - 15), 4, "y", "down")
305
        break
306
    case 53:
307
        cutscene_advance(55)
308
        break
309
    case 54:
310
        break
311
    case 55:
312
        cutscene_npc_action_sprite(1162, 149, 0.25, false)
313
        instance_destroy(obj_player_npc)
314
        obj_pl.image_alpha = 0
315
        obj_ed_npc.up_sprite = 155
316
        obj_ed_npc.right_sprite = 152
317
        obj_ed_npc.down_sprite = 154
318
        obj_ed_npc.left_sprite = 150
319
        obj_ed_npc.up_sprite_idle = 155
320
        obj_ed_npc.right_sprite_idle = 152
321
        obj_ed_npc.down_sprite_idle = 154
322
        obj_ed_npc.left_sprite_idle = 150
323
        break
324
    case 56:
325
        cutscene_npc_direction(obj_ed_npc, "right")
326
        break
327
    case 57:
328
        cutscene_wait(0.5)
329
        break
330
    case 58:
331
        cutscene_npc_walk(1162, 520, obj_ed_npc.y, 3, "x", "right")
332
        cutscene_advance()
333
        break
334
    case 59:
335
        cutscene_wait(1)
336
        break
337
    case 60:
338
        cutscene_sfx_play(snd_sliding_door_open, 1)
339
        break
340
    case 61:
341
        with (obj_steamworks_37_elevator)
342
        {
343
            image_speed = 1
344
            if (image_index >= (image_number - 1))
345
            {
346
                image_index = image_number - 1
347
                image_speed = 0
348
                other.scene++
349
            }
350
        }
351
        break
352
    case 62:
353
        if cutscene_npc_walk(1169, 170, 100, 3, "x", "up")
354
            scene = 62
355
        if (obj_starlo_npc.y < 140)
356
        {
357
            obj_starlo_npc.image_alpha -= 0.25
358
            if (obj_starlo_npc.image_alpha <= 0)
359
                scene = 63
360
        }
361
        break
362
    case 63:
363
        cutscene_wait(1)
364
        break
365
    case 64:
366
        with (obj_steamworks_37_elevator)
367
        {
368
            if (image_index == (image_number - 1))
369
            {
370
                image_index = 10
371
                audio_play_sound(snd_sliding_door_open, 1, 0)
372
                image_speed -= 1.5
373
            }
374
            if (image_index <= 1)
375
            {
376
                image_index = 0
377
                image_speed = 0
378
                other.scene++
379
            }
380
        }
381
        break
382
    case 65:
383
        cutscene_wait(1.5)
384
        break
385
    case 66:
386
        cutscene_change_room(127, 720, 490, 0.05)
387
        global.sworks_flag[40] = 2
388
        break
389
}
390
391
if (scene >= 32 && scene < 59)
392
{
393
    if (obj_starlo_npc.x < 190)
394
    {
395
        with (obj_steamworks_37_elevator)
396
        {
397
            if (image_index == (image_number - 1))
398
            {
399
                image_index = 10
400
                audio_play_sound(snd_sliding_door_open, 1, 0)
401
                image_speed -= 1.5
402
            }
403
            if (image_index <= 1)
404
            {
405
                image_index = 0
406
                image_speed = 0
407
            }
408
        }
409
    }
410
}