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gml_Object_obj_wild_east_ceroba_cool_Step_0

(view raw script w/o annotations or w/e)
1
if (scr_interact
scr_interact

function scr_interact() //gml_Script_scr_interact { if (distance_to_object(obj_pl) < 20 && obj_pl.state == gml_Script_scr_normal_state) { var pl_dir = obj_pl.direction var pl_x = 0 var pl_y = 0 var check_distance_x = 0 var check_distance_y = 0 switch pl_dir { case 0: pl_x = obj_pl.bbox_right pl_y = obj_pl.bbox_top + 1 check_distance_x = 20 break case 180: pl_x = obj_pl.bbox_left pl_y = obj_pl.bbox_top + 1 check_distance_x = -20 break case 90: pl_x = obj_pl.x pl_y = obj_pl.bbox_top check_distance_y = -20 break case 270: pl_x = obj_pl.x pl_y = obj_pl.bbox_bottom check_distance_y = 20 break } if collision_line_first(pl_x, pl_y, (pl_x + check_distance_x), (pl_y + check_distance_y), id, false, false) return true; } }
() && keyboard_multicheck_pressed(0))
2
{
3
    scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
4
    msg.sndfnt = 108
5
    msg.message[0] = "* ..."
6
    msg.prt[0] = 370
7
}
8
switch scene
9
{
10
    case 0:
11
        cutscene_npc_walk_relative(1168, 0, 10, 0.5, "y", "down")
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        break
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    case 1:
14
        sprite_index = spr_ceroba_cool_alt
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        scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
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        with (msg)
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        {
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            sndfnt = 108
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            message[0] = "* You there. Human."
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            message[1] = "* You okay?"
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            prt[0] = 377
22
            prt[1] = 370
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            ch_msg = 1
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            ch[1] = "Yeah"
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            ch[2] = "Not\nreally"
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            if (outcome == 1)
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            {
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                message[2] = "* Really?"
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                message[3] = "* Well... alright then."
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                prt[2] = 393
31
                prt[3] = 377
32
            }
33
            if (outcome == 2)
34
            {
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                message[2] = "* About what I expected."
36
                prt[2] = 377
37
            }
38
        }
39
        if (msg.message_current == 1)
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            obj_player_npc.npc_direction = "right"
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        if (!global.dialogue_open)
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            scene++
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        break
44
    case 2:
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        if (!audio_is_playing(mus_blossom))
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            audio_play_sound(mus_blossom, 1, 1)
47
        scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
48
        if (global.route == 2)
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        {
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            with (msg)
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            {
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                color = true
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                col_modif[0] = make_color_rgb(237, 140, 36)
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                sndfnt = 108
55
                message[0] = "* I apologize for Star's#  antics."
56
                message[1] = "* He's really into human#  culture and whatnot."
57
                message[2] = "* You show up here and he#  flips out."
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                message[3] = "* I mean, it is quite#  unbelievable."
59
                message[4] = "* A few humans have#  wandered into the#  Underground before but..."
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                message[5] = "* They never set foot on#  these sands."
61
                message[6] = "* All that to say, I'm#  glad you did."
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                message[7] = "* My name is Ceroba."
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                message_col[7][0] = "             Ceroba "
64
                message[8] = "* I'm a friend of Star's#  but not part of his#  posse."
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                message[9] = "* They're a bit too...#  rowdy for my taste."
66
                message[10] = "* May I ask your name?"
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                ch_msg = 10
68
                ch[1] = "Clover"
69
                message[11] = "* Welcome to the#  Underground, Clover."
70
                message[12] = "* Your attire is#  surprising, I must say."
71
                message[13] = "* But um... I won't press#  you on the matter."
72
                message[14] = "* I'm afraid Star is going#  to drag you into his#  activities for a while."
73
                message[15] = "* You must have places to#  go, correct?"
74
                message[16] = "* The Castle... the#  barrier. You probably#  want to go home."
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                message[17] = "* If I'm being honest, I#  haven't seen Star this#  ecstatic in some time."
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                message[18] = "* Maybe you should#  entertain him a bit;#  roll with his punches."
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                message[19] = "* I'll see what I can do#  about allowing you to#  leave."
78
                message[20] = "* I know of a safe path#  to Hotland through#  the..."
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                message[21] = "* Ah, I'm getting ahead#  of myself."
80
                message[22] = "* Talk to you later,#  Clover."
81
                message[23] = "* It was nice to#  meet you."
82
                prt[0] = 377
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                prt[1] = 370
84
                prt[2] = 370
85
                prt[3] = 377
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                prt[4] = 371
87
                prt[5] = 370
88
                prt[6] = 395
89
                prt[7] = 372
90
                prt[8] = 372
91
                prt[9] = 374
92
                prt[10] = 372
93
                prt[11] = 372
94
                prt[12] = 395
95
                prt[13] = 370
96
                prt[14] = 371
97
                prt[15] = 370
98
                prt[16] = 371
99
                prt[17] = 371
100
                prt[18] = 372
101
                prt[19] = 372
102
                prt[20] = 371
103
                prt[21] = 393
104
                prt[22] = 372
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                prt[23] = 372
106
                if (message_current == 23)
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                {
108
                    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 }
(mus_blossom, 300)
109
                    other.scene++
110
                }
111
            }
112
        }
113
        else
114
        {
115
            with (msg)
116
            {
117
                color = true
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                col_modif[0] = make_color_rgb(237, 140, 36)
119
                sndfnt = 108
120
                message[0] = "* I apologize for Star's#  antics."
121
                message[1] = "* He's really into human#  culture and whatnot."
122
                message[2] = "* You show up here and he#  flips out."
123
                message[3] = "* I mean, it is quite#  unbelievable."
124
                message[4] = "* A few humans have#  wandered into the#  Underground before but..."
125
                message[5] = "* They never set foot on#  these sands."
126
                message[6] = "* My name is Ceroba."
127
                message_col[6][0] = "             Ceroba "
128
                message[7] = "* I'm a friend of Star's#  but not part of his#  posse."
129
                message[8] = "* They're a bit too...#  rowdy for my taste."
130
                message[9] = "* May I ask your name?"
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                ch_msg = 9
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                ch[1] = "Clover"
133
                message[10] = "* Welcome to the#  Underground, Clover."
134
                message[11] = "* Your attire is#  surprising, I must say."
135
                message[12] = "* But um... I won't press#  you on the matter."
136
                message[13] = "* I'm afraid Star is going#  to drag you into his#  activities for a while."
137
                message[14] = "* You must have places to#  go, correct?"
138
                message[15] = "* The Castle... the#  barrier. You probably#  want to go home."
139
                message[16] = "* If I'm being honest, I#  haven't seen Star this#  ecstatic in some time."
140
                message[17] = "* Maybe you should#  entertain him a bit;#  roll with his punches."
141
                message[18] = "* He'll probably allow#  you to leave eventually."
142
                message[19] = "* Well..."
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                message[20] = "* Good luck, Clover."
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                prt[0] = 377
145
                prt[1] = 370
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                prt[2] = 370
147
                prt[3] = 377
148
                prt[4] = 371
149
                prt[5] = 371
150
                prt[6] = 372
151
                prt[7] = 372
152
                prt[8] = 374
153
                prt[9] = 372
154
                prt[10] = 372
155
                prt[11] = 395
156
                prt[12] = 370
157
                prt[13] = 371
158
                prt[14] = 370
159
                prt[15] = 371
160
                prt[16] = 374
161
                prt[17] = 372
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                prt[18] = 372
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                prt[19] = 395
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                prt[20] = 372
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                if (message_current == 20)
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                {
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                    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 }
(mus_blossom, 1500)
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                    other.scene++
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                }
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            }
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        }
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        break
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    case 3:
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        if global.dialogue_open
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            return;
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        global.dunes_flag[21] = 1
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        scene = 4
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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) }
()
179
        scr_radio_fade
scr_radio_fade

function scr_radio_fade(argument0, argument1) //gml_Script_scr_radio_fade { var fade_vol = argument0 var fade_len = argument1 with (obj_radio) audio_sound_gain(current_song, fade_vol, fade_len) }
(1, 0)
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        sprite_index = spr_ceroba_cool
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        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
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        instance_destroy(obj_player_npc)
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        break
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}