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gml_Object_obj_steamworks_chute_travel_effect_Step_0

(view raw script w/o annotations or w/e)
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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 1:
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        cutscene_sfx_play(snd_footstep1, 1)
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        break
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    case 2:
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        cutscene_wait(0.5)
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        break
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    case 3:
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        cutscene_sfx_play(snd_footstep2, 1)
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        break
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    case 4:
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        cutscene_wait(0.5)
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        break
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    case 5:
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        footstep_counter -= 1
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        if (footstep_counter <= 0)
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            cutscene_advance()
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        else
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            cutscene_advance(1)
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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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        if (room == rm_steamworks_05b)
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            cutscene_sfx_play(snd_undertale_impact, 1)
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        else
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            cutscene_sfx_play(snd_playerjump, 1)
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        break
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    case 8:
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        cutscene_wait(0.5)
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        break
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    case 9:
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        cutscene_advance()
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        break
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    case 10:
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        if (global.route == 3)
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            cutscene_advance()
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        else
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        {
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            cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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            obj_player_npc.sprite_index = spr_clover_chute_shakeoff
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            obj_player_npc.action_sprite = true
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            obj_player_npc.image_speed = 0
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        }
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        obj_pl.direction = 270
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        break
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    case 11:
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        if (draw_alpha > 0)
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            draw_alpha -= 0.05
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        else
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        {
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            cutscene_advance()
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            if (global.route == 3)
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                cutscene_advance(13)
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        }
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        break
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    case 12:
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        cutscene_npc_action_sprite(1168, 2776, 1, 0)
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        break
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    case 13:
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        scr_radio_restart
scr_radio_restart

function scr_radio_restart() //gml_Script_scr_radio_restart { with (obj_radio) event_user(0) }
()
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        cutscene_end()
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        break
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}