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gml_Object_obj_wild_east_cutscene_04_Step_0

(view raw script w/o annotations or w/e)
1
var actor_starlo = obj_starlo_npc
2
var actor_ed = obj_ed_npc
3
var actor_ace = 1158
4
var actor_mooch = obj_mooch_npc
5
var actor_moray = 1167
6
var actor_ceroba = obj_ceroba_npc
7
var actor_clover = obj_player_npc
8
switch scene
9
{
10
    case 0:
11
        if cutscene_wait(1.5)
12
            cutscene_advance(6)
13
        break
14
    case 1:
15
        cutscene_fade_in(actor_starlo, 2)
16
        break
17
    case 2:
18
        cutscene_npc_walk(actor_starlo, actor_starlo.x, 270, 3, "y", "down", "nothing", 640, 270, 720, 375)
19
        cutscene_advance()
20
        break
21
    case 3:
22
        cutscene_wait(0.4)
23
        break
24
    case 4:
25
        cutscene_fade_in(actor_clover, 2)
26
        break
27
    case 5:
28
        cutscene_npc_walk(actor_clover, actor_clover.x, 270, 3, "y", "down", "nothing", 640, 270, 700, 375)
29
        break
30
    case 6:
31
        cutscene_dialogue()
32
        with (msg)
33
        {
34
            sndfnt = 107
35
            talker[0] = actor_starlo
36
            message[0] = "* You know the drill,#  team!"
37
            message[1] = "* Ain't no time to be#  lazin' 'round."
38
            prt[0] = 415
39
            prt[1] = 417
40
        }
41
        break
42
    case 7:
43
        cutscene_audio_fade(cutscene_music, 0, 500, 0.25, false)
44
        break
45
    case 8:
46
        cutscene_wait(1)
47
        break
48
    case 9:
49
        instance_create(900, 440, obj_wild_east_tumbleweed)
50
        cutscene_advance()
51
        break
52
    case 10:
53
        cutscene_wait(4)
54
        break
55
    case 11:
56
        cutscene_dialogue()
57
        with (msg)
58
        {
59
            message[0] = "* Uh, hellooo?"
60
            message[1] = "* Where is everyone?"
61
            prt[0] = 426
62
            prt[1] = 428
63
            talker[0] = actor_starlo
64
        }
65
        break
66
    case 12:
67
        cutscene_npc_direction(actor_starlo, "up")
68
        break
69
    case 13:
70
        audio_play_sound(snd_wild_east_bell, 1, 0)
71
        with (obj_wild_east_bell)
72
        {
73
            image_speed = (1/3)
74
           alarm[0]
75
        }
76
        cutscene_advance()
77
        break
78
    case 14:
79
        if (!audio_is_playing(snd_wild_east_bell))
80
            cutscene_advance()
81
        break
82
    case 15:
83
        cutscene_npc_direction(actor_starlo, "down")
84
        break
85
    case 16:
86
        cutscene_wait(0.5)
87
        break
88
    case 17:
89
        cutscene_npc_direction(actor_starlo, "left")
90
        break
91
    case 18:
92
        cutscene_dialogue()
93
        with (msg)
94
        {
95
            message[0] = "* Sorry 'bout this,#  Clover. They should be#  here any second no-   "
96
            prt[0] = 418
97
            talker[0] = actor_starlo
98
            skippable = false
99
            if (cutoff == string_length(message[message_current]))
100
            {
101
                with (other)
102
                    cutscene_advance()
103
                global.dialogue_open = false
104
            }
105
        }
106
        break
107
    case 19:
108
        if cutscene_dialogue()
109
        {
110
            cutscene_music_start(202)
111
            cutscene_advance(20)
112
        }
113
        with (msg)
114
        {
115
            message[0] = "* Star, what is happening#  on the west end of town?"
116
            prt[0] = 370
117
            talker[0] = actor_ceroba
118
        }
119
        break
120
    case 20:
121
        cutscene_npc_walk(actor_ceroba, 620, 400, 2, "y", "right")
122
        actor_clover.npc_direction = "left"
123
        break
124
    case 21:
125
        cutscene_dialogue()
126
        with (msg)
127
        {
128
            message[0] = "* Would you care to#  explain?"
129
            message[1] = "* WHAT???"
130
            prt[0] = 370
131
            prt[1] = 404
132
            talker[0] = actor_ceroba
133
            talker[1] = actor_starlo
134
        }
135
        break
136
    case 22:
137
        cutscene_npc_walk(actor_starlo, (actor_ceroba.x + 60), actor_ceroba.y, 4, "y", "left")
138
        break
139
    case 23:
140
        if cutscene_dialogue()
141
            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)
142
        with (msg)
143
        {
144
            message[0] = "* Is anyone in danger???"
145
            message[1] = "* Well... no probably not-"
146
            message[2] = "* THEY ARE????"
147
            message[3] = "* By George! This must be#  an attack from Vengeful#  Virgil!"
148
            message[4] = "* Vengeful... Virgil?"
149
            message[5] = "* Who is that?"
150
            message[6] = "* Ceroba, come on!"
151
            message[7] = "* We drew his wanted#  poster last month!"
152
            message[8] = "* It's on the news#  board..."
153
            message[9] = "* You helped me find the#  thumb tacks and#  everythin'..."
154
            message[10] = "* Um..."
155
            message[11] = "* Oh yeah!"
156
            message[12] = "* Well, you better go#  stop him then!"
157
            message[13] = "* What are you waiting#  for?"
158
            message[14] = "* That's the spirit!"
159
            message[15] = "* Let's put a stop to#  this, Clover!"
160
            prt[0] = 421
161
            prt[1] = 394
162
            prt[2] = 404
163
            prt[3] = 417
164
            prt[4] = 393
165
            prt[5] = 371
166
            prt[6] = 410
167
            prt[7] = 410
168
            prt[8] = 406
169
            prt[9] = 406
170
            prt[10] = 388
171
            prt[11] = 393
172
            prt[12] = 3754
173
            prt[13] = 3754
174
            prt[14] = 417
175
            prt[15] = 417
176
            talker[0] = actor_starlo
177
            talker[1] = actor_ceroba
178
            talker[2] = actor_starlo
179
            talker[4] = actor_ceroba
180
            talker[6] = actor_starlo
181
            talker[10] = actor_ceroba
182
            talker[14] = actor_starlo
183
            if (message_current == 1)
184
            {
185
                skippable = false
186
                if (cutoff == string_length(message[message_current]))
187
                {
188
                    message_current += 1
189
                    cutoff = 0
190
                }
191
            }
192
            else
193
                skippable = true
194
        }
195
        break
196
    case 24:
197
        cutscene_event_wildeast_stamp(spr_wild_east_stamp_3, 253, 150, 2, 50)
198
        break
199
    case 25:
200
        cutscene_npc_walk(actor_starlo, 120, 480, 4, "y", "left", false)
201
        cutscene_music_start(203)
202
        break
203
    case 26:
204
        if (actor_clover.x > (actor_starlo.x - 40))
205
        {
206
            cutscene_npc_walk(actor_clover, 120, 500, 4, "y", "left", false)
207
            cutscene_advance()
208
        }
209
        break
210
    case 27:
211
        if (actor_ceroba.x > (actor_clover.x - 40))
212
        {
213
            cutscene_npc_walk(actor_ceroba, 120, 440, 4, "y", "left", false)
214
            cutscene_advance()
215
        }
216
        break
217
    case 28:
218
        if (actor_ceroba.npc_arrived && actor_clover.npc_arrived && actor_starlo.npc_arrived)
219
            cutscene_advance()
220
        break
221
    case 29:
222
        cutscene_wait(2)
223
        break
224
    case 30:
225
        cutscene_npc_direction(actor_starlo, "up")
226
        break
227
    case 31:
228
        cutscene_dialogue()
229
        with (msg)
230
        {
231
            message[0] = "* Huh."
232
            message[1] = "* You sure you saw#  somethin' troublin'#  here?"
233
            message[2] = "* Look down."
234
            prt[0] = 421
235
            prt[1] = 407
236
            prt[2] = 382
237
            talker[0] = actor_starlo
238
            talker[2] = actor_ceroba
239
        }
240
        break
241
    case 32:
242
        cutscene_npc_direction(actor_starlo, "left")
243
        break
244
    case 33:
245
        cutscene_dialogue()
246
        with (msg)
247
        {
248
            message[0] = "* GASP!"
249
            prt[0] = 404
250
            talker[0] = actor_starlo
251
        }
252
        break
253
    case 34:
254
        if cutscene_move_all(false, 5, 160, 1000001, 1000004, true, false)
255
            audio_play_sound(snd_wild_east_shocking_sound, 1, 0)
256
        break
257
    case 35:
258
        cutscene_wait(2)
259
        break
260
    case 36:
261
        cutscene_dialogue()
262
        with (msg)
263
        {
264
            message[0] = "* Hey! I did not sign up#  for this!"
265
            message[1] = "* Get me out of here!"
266
            message[2] = "* Ed! Keep it down! I#  need to focus!"
267
            message[3] = "* How in the heck will I#  solve this colossal#  conundrum?"
268
            message[4] = "* Just untie them."
269
            message[5] = "* And risk being tricked#  into a booby trap?"
270
            message[6] = "* Touching those ropes is#  exactly what Virgil#  wants!"
271
            message[7] = "* ...What?"
272
            message[8] = "* This is scary, Star!"
273
            message[9] = "* I'm afraid you must#  choose which track the#  train travels on!"
274
            message[10] = "* Yeah! Choose Ed!"
275
            message[11] = "* Mooch, you are dead to#  me."
276
            message[12] = "* Unless Star chooses you#  instead."
277
            message[13] = "* ...That's cold."
278
            message[14] = "* This is all too#  overwhelmin'! I can't#  do it!"
279
            message[15] = "* Then have Clover choose."
280
            message[16] = "* Of course!"
281
            message[17] = "* Clover don't have no#  emotional attachment to#  y'all!"
282
            message[18] = "* Should be simple!"
283
            message[19] = "* Don't you think this is#  a bit much?"
284
            message[20] = "* Nah, it's easy!"
285
            message[21] = "* Choose to leave the#  track as is..."
286
            message[22] = "* It won't be yer fault#  but many monsters get#  hit."
287
            message[23] = "* Choose to change the#  track..."
288
            message[24] = "* It'll be by yer hand#  but only Ed gets hit."
289
            message[25] = "* Not as much of a#  sacrifice."
290
            message[26] = "* What did I do to#  deserve this?"
291
            prt[0] = 453
292
            prt[1] = 453
293
            prt[2] = 419
294
            prt[3] = 421
295
            prt[4] = 384
296
            prt[5] = 413
297
            prt[6] = 419
298
            prt[7] = 371
299
            prt[8] = 450
300
            prt[9] = 446
301
            prt[10] = 463
302
            prt[11] = 454
303
            prt[12] = 458
304
            prt[13] = 454
305
            prt[14] = 418
306
            prt[15] = 435
307
            prt[16] = 419
308
            prt[17] = 424
309
            prt[18] = 417
310
            prt[19] = 381
311
            prt[20] = 422
312
            prt[21] = 419
313
            prt[22] = 421
314
            prt[23] = 407
315
            prt[24] = 421
316
            prt[25] = 421
317
            prt[26] = 454
318
            talker[0] = actor_ed
319
            talker[2] = actor_starlo
320
            talker[4] = actor_ceroba
321
            talker[5] = actor_starlo
322
            talker[7] = actor_ceroba
323
            talker[8] = actor_moray
324
            talker[10] = actor_mooch
325
            talker[11] = actor_ed
326
            talker[12] = actor_mooch
327
            talker[13] = actor_ed
328
            talker[14] = actor_starlo
329
            talker[15] = actor_ace
330
            talker[16] = actor_starlo
331
            talker[17] = actor_starlo
332
            talker[19] = actor_ceroba
333
            talker[20] = actor_starlo
334
            talker[26] = actor_ed
335
        }
336
        break
337
    case 37:
338
        cutscene_sfx_play(snd_wild_east_train_horn, 0.65)
339
        break
340
    case 38:
341
        if audio_is_playing(snd_wild_east_train_horn)
342
            return;
343
        cutscene_dialogue()
344
        with (msg)
345
        {
346
            message[0] = "* We're out of time!"
347
            message[1] = "* If only we coulda#  untied everyone!"
348
            message[2] = "* If only."
349
            message[3] = "* You gotta choose now,#  Clover!"
350
            prt[0] = 419
351
            prt[1] = 418
352
            prt[2] = 384
353
            prt[3] = 419
354
            talker[0] = actor_starlo
355
            talker[2] = actor_ceroba
356
            talker[3] = actor_starlo
357
        }
358
        break
359
    case 39:
360
        if (!instance_exists(obj_wild_east_train_lever))
361
        {
362
            prop_lever = instance_create(((__view_get((0 << 0), 0)) + (__view_get((2 << 0), 0)) + 35), (actor_clover.y + 40), obj_wild_east_train_lever)
363
            prop_lever.hspeed = ((__view_get((0 << 0), 0)) + (__view_get((2 << 0), 0)) + 40 - actor_clover.x) / 60 * -2
364
            audio_play_sound(snd_slide_whistle, 1, 0)
365
        }
366
        if (prop_lever.hspeed < 0)
367
            prop_lever.hspeed += 0.05
368
        else
369
        {
370
            cutscene_advance(40)
371
            prop_lever.hspeed = 0
372
        }
373
        break
374
    case 40:
375
        instance_create(0, 0, obj_train_choice)
376
        cutscene_advance()
377
        break
378
    case 41:
379
        if (obj_train_choice.selection_confirmed == true)
380
        {
381
            if (obj_train_choice.selection == 0)
382
                cutscene_advance(42)
383
            if (obj_train_choice.selection == 1)
384
            {
385
                prop_lever.image_speed = 0.2
386
                cutscene_advance(49)
387
            }
388
        }
389
        break
390
    case 42:
391
        cutscene_sfx_play(snd_wild_east_train_horn, 1)
392
        break
393
    case 43:
394
        if audio_is_playing(snd_wild_east_train_horn)
395
            return;
396
        if (!instance_exists(obj_wild_east_npc_train))
397
            actor_train = instance_create(actor_mooch.x, 310, obj_wild_east_npc_train)
398
        cutscene_advance()
399
        break
400
    case 44:
401
        cutscene_camera_move(obj_camera.x, 400, 2, false)
402
        break
403
    case 45:
404
        if cutscene_npc_walk(actor_train, actor_train.x, (actor_mooch.y - 30), 1, "y", "down")
405
        {
406
            audio_play_sound(snd_mo_kick, 1, 0)
407
            scr_screenshake
scr_screenshake

function scr_screenshake(argument0, argument1) //gml_Script_scr_screenshake { if instance_exists(obj_screenshake_player) return; with (instance_create(__view_get((9 << 0), 0).x, __view_get((9 << 0), 0).y, obj_screenshake_player)) { alarm[0] intensity = argument1 } }
(3, 2)
408
        }
409
        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, 100)
410
        break
411
    case 46:
412
        cutscene_npc_action_sprite(actor_train, 1236, 0.3, true, 0, 425, 3)
413
        break
414
    case 47:
415
        cutscene_wait(1)
416
        break
417
    case 48:
418
        if cutscene_dialogue()
419
        {
420
            cutscene_advance(55)
421
            global.dunes_flag[23] = 1
422
        }
423
        with (msg)
424
        {
425
            message[0] = "* Ouch!"
426
            message[1] = "* You owe me for this."
427
            message[2] = "* Clover... I thought we#  were friends."
428
            message[3] = "* Eh, I'm okay with it."
429
            message[4] = "* Ha! Clover likes me#  more!"
430
            message[5] = "* Now, now."
431
            message[6] = "* This decision was a#  tough'n."
432
            message[7] = "* Having the casualty be#  on your hands is a lot#  to handle, mentally."
433
            message[8] = "* There's a lot more to#  it than that, Star."
434
            message[9] = "* This is a deep scenario#  that requires a lot of#  thinking."
435
            message[10] = "* We don't have time fer#  thinkin'!"
436
            message[11] = "* This was a test of#  judgment and Clover#  passed!"
437
            message[12] = "* Passed? How exactly?"
438
            message[13] = "* Aah, quit bein' so#  technical 'bout#  everythin', Moray."
439
            message[14] = "* Clover saved Ed.#  That's... pretty good."
440
            message[15] = "* I can't tell if that#  was an insult."
441
            message[16] = "* Anywho. I'll see ya at#  the usual spot, kid."
442
            message[17] = "* Come to me when ye're#  ready for the final#  mission!"
443
            prt[0] = 456
444
            prt[1] = 460
445
            prt[2] = 446
446
            prt[3] = 436
447
            prt[4] = 452
448
            prt[5] = 421
449
            prt[6] = 419
450
            prt[7] = 407
451
            prt[8] = 377
452
            prt[9] = 371
453
            prt[10] = 419
454
            prt[11] = 421
455
            prt[12] = 447
456
            prt[13] = 410
457
            prt[14] = 407
458
            prt[15] = 454
459
            prt[16] = 417
460
            prt[17] = 417
461
            talker[0] = actor_mooch
462
            talker[2] = actor_moray
463
            talker[3] = actor_ace
464
            talker[4] = actor_ed
465
            talker[5] = actor_starlo
466
            talker[8] = actor_ceroba
467
            talker[10] = actor_starlo
468
            talker[12] = actor_moray
469
            talker[13] = actor_starlo
470
            talker[15] = actor_ed
471
            talker[16] = actor_starlo
472
        }
473
        break
474
    case 49:
475
        if audio_is_playing(snd_wild_east_train_horn)
476
            return;
477
        if (!instance_exists(obj_wild_east_npc_train))
478
            actor_train = instance_create(actor_ed.x, 310, obj_wild_east_npc_train)
479
        cutscene_advance()
480
        break
481
    case 50:
482
        cutscene_camera_move(obj_camera.x, 400, 2, false)
483
        break
484
    case 51:
485
        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, 100)
486
        if cutscene_npc_walk(actor_train, actor_train.x, (actor_ed.y - 30), 1, "y", "down")
487
        {
488
            audio_play_sound(snd_mo_kick, 1, 0)
489
            scr_screenshake
scr_screenshake

function scr_screenshake(argument0, argument1) //gml_Script_scr_screenshake { if instance_exists(obj_screenshake_player) return; with (instance_create(__view_get((9 << 0), 0).x, __view_get((9 << 0), 0).y, obj_screenshake_player)) { alarm[0] intensity = argument1 } }
(3, 2)
490
        }
491
        break
492
    case 52:
493
        cutscene_wait(1)
494
        break
495
    case 53:
496
        cutscene_npc_action_sprite(actor_train, 1236, 0.3, true, 0, 425, 3)
497
        break
498
    case 54:
499
        if cutscene_dialogue()
500
        {
501
            cutscene_advance(55)
502
            global.dunes_flag[23] = 0
503
        }
504
        with (msg)
505
        {
506
            message[0] = "* Oof!"
507
            message[1] = "* Clover! How could you!?"
508
            message[2] = "* Is this about me#  carrying ya earlier?#  Did I hurt ya?"
509
            message[3] = "* Now, now!"
510
            message[4] = "* In defense of Clover,#  they just saved many#  lives."
511
            message[5] = "* I guess that's true..."
512
            message[6] = "* Clover proved that they#  were willing to#  sacrifice to be a hero."
513
            message[7] = "* Quite noble, don'tcha#  think, Ceroba?"
514
            message[8] = "* There's a lot of layers#  to this scenario."
515
            message[9] = "* I believe it's more of#  a gray are-  "
516
            message[10] = "* Quite noble indeed."
517
            message[11] = "* This was a test of yer#  judgment."
518
            message[12] = "* I'd say you passed,#  buddy!"
519
            message[13] = "* I'll be in the usual#  spot for yer final task!"
520
            prt[0] = 454
521
            prt[1] = 451
522
            prt[2] = 454
523
            prt[3] = 415
524
            prt[4] = 419
525
            prt[5] = 454
526
            prt[6] = 419
527
            prt[7] = 407
528
            prt[8] = 370
529
            prt[9] = 377
530
            prt[10] = 415
531
            prt[11] = 417
532
            prt[12] = 422
533
            prt[13] = 417
534
            talker[0] = actor_ed
535
            talker[3] = actor_starlo
536
            talker[5] = actor_ed
537
            talker[6] = actor_starlo
538
            talker[8] = actor_ceroba
539
            talker[10] = actor_starlo
540
            if (message_current == 9)
541
            {
542
                skippable = false
543
                if (cutoff == string_length(message[message_current]))
544
                {
545
                    message_current += 1
546
                    cutoff = 0
547
                }
548
            }
549
            else
550
                skippable = true
551
        }
552
        break
553
    case 55:
554
        cutscene_npc_walk(actor_starlo, 420, actor_starlo.y, 3, "x", "right")
555
        break
556
    case 56:
557
        cutscene_dialogue()
558
        with (msg)
559
        {
560
            message[0] = "* Sigh..."
561
            message[1] = "* See you around."
562
            prt[0] = 384
563
            prt[1] = 382
564
            talker[0] = actor_ceroba
565
        }
566
        break
567
    case 57:
568
        cutscene_npc_walk(actor_ceroba, 420, actor_ceroba.y, 3, "x", "right")
569
        break
570
    case 58:
571
        cutscene_sfx_play(snd_doorclose, 1)
572
        instance_destroy(actor_ceroba)
573
        instance_destroy(actor_starlo)
574
        break
575
    case 59:
576
        cutscene_wait(1)
577
        break
578
    case 60:
579
        cutscene_dialogue()
580
        with (msg)
581
        {
582
            message[0] = "* Hey! Is anyone gonna#  untie us?"
583
            prt[0] = 450
584
            talker[0] = actor_moray
585
        }
586
        break
587
    case 61:
588
        cutscene_move_all(false, -5, 160, 1000001, 1000004, true, false)
589
        break
590
    case 62:
591
        cutscene_camera_move(obj_pl.x, obj_pl.y, 5)
592
        break
593
    case 63:
594
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
595
        instance_create(720, 380, obj_determination)
596
        instance_destroy(actor_clover)
597
        __view_set((9 << 0), 0, 1031)
598
        instance_destroy()
599
        global.dunes_flag[20] = 7
600
        scr_radio_restart
scr_radio_restart

function scr_radio_restart() //gml_Script_scr_radio_restart { with (obj_radio) event_user(0) }
()
601
        break
602
}