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gml_Object_obj_wild_east_cutscene_05_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_mooch = obj_mooch_npc
4
var actor_moray = obj_moray_npc
5
var actor_ace = obj_ace_npc
6
var actor_clover = obj_player_npc
7
if instance_exists(obj_ceroba_npc)
8
    var actor_ceroba = obj_ceroba_npc
9
switch scene
10
{
11
    case 0:
12
        cutscene_music_start(184, 0)
13
        break
14
    case 1:
15
        if cutscene_wait(1.5)
16
            cutscene_advance(6)
17
        break
18
    case 2:
19
        cutscene_npc_walk(actor_starlo, actor_starlo.x, 270, 3, "y", "down", "nothing", 640, 270, 720, 375)
20
        cutscene_advance()
21
        break
22
    case 3:
23
        cutscene_wait(0.5)
24
        break
25
    case 4:
26
        cutscene_fade_in(actor_clover, 2)
27
        break
28
    case 5:
29
        cutscene_npc_walk(actor_clover, actor_clover.x, 270, 3, "y", "down", "nothing", 640, 270, 700, 375)
30
        break
31
    case 6:
32
        cutscene_dialogue()
33
        with (msg)
34
        {
35
            message[0] = "* Final call!"
36
            message[1] = "* Get on over here!"
37
            prt[0] = 417
38
            prt[1] = 417
39
            talker[0] = actor_starlo
40
            sndfnt = 107
41
        }
42
        break
43
    case 7:
44
        cutscene_npc_walk(actor_ed, 680, 440, 3, "x", "up")
45
        cutscene_npc_walk(actor_ace, 760, 440, 3, "y", "up")
46
        cutscene_npc_walk(actor_moray, 640, 375, 3, "y", "right")
47
        cutscene_npc_walk(actor_mooch, 800, 375, 3, "x", "left")
48
        cutscene_advance()
49
        break
50
    case 8:
51
        if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived)
52
            cutscene_advance()
53
        break
54
    case 9:
55
        cutscene_dialogue()
56
        with (msg)
57
        {
58
            message[0] = "* Are y'all ready?"
59
            sndfnt_array[0] = 107
60
            talker[0] = actor_starlo
61
            message[1] = "* Actually, there's#  something we wanted to#  talk about."
62
            sndfnt_array[1] = 391
63
            talker[1] = actor_moray
64
            message[2] = "* Yea. 'Bout the general#  work environment."
65
            sndfnt_array[2] = 104
66
            talker[2] = actor_ed
67
            message[3] = "* Maybe later. Let's keep#  movin'!"
68
            sndfnt_array[3] = 107
69
            talker[3] = actor_starlo
70
            message[4] = "* ..."
71
            sndfnt_array[4] = 391
72
            talker[4] = actor_moray
73
            message[5] = "* So Clover! I actually#  tricked ya."
74
            message[6] = "* There is no fourth#  mission!"
75
            message[7] = "* Well, there used to be#  but we cut it out of#  the regiment."
76
            message[8] = "* Anyway! YOU PASSED#  EVERYTHIN'!!"
77
            message[9] = "* You are now the proud#  deputy of this fine#  town!"
78
            sndfnt_array[5] = 107
79
            talker[5] = actor_starlo
80
            message[10] = "* Wait! Deputy???"
81
            message[11] = "* I thought this was for#  a normal spot on the#  team!"
82
            sndfnt_array[10] = 105
83
            talker[10] = actor_mooch
84
            message[12] = "* Clover is too special#  and skilled for a#  normal spot!"
85
            sndfnt_array[12] = 107
86
            talker[12] = actor_starlo
87
            message[13] = "* Star, this is hardly#  fair."
88
            sndfnt_array[13] = 106
89
            talker[13] = actor_ace
90
            message[14] = "* Life ain't always fair#  in the Wild East, bucko!"
91
            message[15] = "* They passed their#  trainin' like anyone#  else."
92
            sndfnt_array[14] = 107
93
            talker[14] = actor_starlo
94
            message[16] = "* That was trainin'?"
95
            message[17] = "* We barely did anything!"
96
            message[18] = "* That last mission#  especially was awful!"
97
            sndfnt_array[16] = 104
98
            talker[16] = actor_ed
99
            message[19] = "* Calm down, will ya?"
100
            message[20] = "* Ye're killin' my good#  mood!"
101
            message[21] = "* I have to run to the#  Mines to get Clover's#  badge made."
102
            message[22] = "* I was too busy with#  everythin' that it#  slipped my mind."
103
            message[23] = "* You five have fun!"
104
            message[24] = "* I'll be riiiight back!"
105
            sndfnt_array[19] = 107
106
            talker[19] = actor_starlo
107
            prt[0] = 417
108
            prt[1] = 449
109
            prt[2] = 451
110
            prt[3] = 407
111
            prt[4] = 448
112
            prt[5] = 417
113
            prt[6] = 422
114
            prt[7] = 421
115
            prt[8] = 422
116
            prt[9] = 417
117
            prt[10] = 456
118
            prt[11] = 460
119
            prt[12] = 418
120
            prt[13] = 435
121
            prt[14] = 421
122
            prt[15] = 419
123
            prt[16] = 451
124
            prt[17] = 453
125
            prt[18] = 453
126
            prt[19] = 403
127
            prt[20] = 410
128
            prt[21] = 421
129
            prt[22] = 418
130
            prt[23] = 417
131
            prt[24] = 417
132
        }
133
        break
134
    case 10:
135
        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, 500)
136
        cutscene_camera_freeze()
137
        break
138
    case 11:
139
        cutscene_wait(1)
140
        break
141
    case 12:
142
        cutscene_npc_walk(actor_starlo, actor_starlo.x, 600, 3, "y", "down")
143
        break
144
    case 13:
145
        cutscene_wait(1)
146
        break
147
    case 14:
148
        cutscene_npc_walk(actor_ed, 690, 420, 3, "x", "up")
149
        cutscene_npc_walk(actor_ace, 730, 420, 3, "y", "up")
150
        cutscene_npc_walk(actor_moray, 660, 375, 3, "y", "right")
151
        cutscene_npc_walk(actor_mooch, 750, 375, 3, "x", "left")
152
        cutscene_advance()
153
        break
154
    case 15:
155
        if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived)
156
            cutscene_advance()
157
        break
158
    case 16:
159
        cutscene_dialogue()
160
        with (msg)
161
        {
162
            message[0] = "* This is just peachy.#  You gettin' this#  attention n' all."
163
            message[1] = "* How come you waltz in#  here and Star instantly#  makes ya deputy?"
164
            prt[0] = 454
165
            prt[1] = 453
166
            sndfnt_array[0] = 104
167
            talker[0] = actor_ed
168
            message[2] = "* We didn't get this kind#  of treatment."
169
            message[3] = "* We had to go through#  weeks of lasso lessons.#  Lassons for short."
170
            prt[2] = 435
171
            prt[3] = 435
172
            sndfnt_array[2] = 106
173
            talker[2] = actor_ace
174
            message[4] = "* For me to become part#  of the team..."
175
            message[5] = "* Star made me walk#  around with a snake in#  my boot for a week!"
176
            message[6] = "* ...It was rubber but#  the rashes it gave me#  were unbearable!"
177
            prt[4] = 446
178
            prt[5] = 448
179
            prt[6] = 446
180
            sndfnt_array[4] = 391
181
            talker[4] = actor_moray
182
            message[7] = "* Yeah and he made me#  pickpocket monsters by#  the Oasis!"
183
            prt[7] = 455
184
            sndfnt_array[7] = 105
185
            talker[7] = actor_mooch
186
        }
187
        break
188
    case 17:
189
        cutscene_wait(1)
190
        break
191
    case 18:
192
        cutscene_dialogue()
193
        with (msg)
194
        {
195
            message[0] = "* Star didn't make you do#  that."
196
            prt[0] = 447
197
            sndfnt_array[0] = 391
198
            talker[0] = actor_moray
199
            message[1] = "* :)"
200
            prt[1] = 466
201
            sndfnt_array[1] = 105
202
            talker[1] = actor_mooch
203
            message[2] = "* Ya know what? This#  ain't fair to any of us."
204
            message[3] = "* Clover needs a#  challenge."
205
            message[4] = "* We need to see if#  they're truly worthy of#  joining our squad!"
206
            prt[2] = 453
207
            prt[3] = 453
208
            prt[4] = 451
209
            sndfnt_array[2] = 104
210
            talker[2] = actor_ed
211
            message[5] = "* Finally, some REAL#  excitement!"
212
            prt[5] = 463
213
            sndfnt_array[5] = 105
214
            talker[5] = actor_mooch
215
            message[6] = "* Feisty Four! Here we#  come!"
216
            prt[6] = 449
217
            sndfnt_array[6] = 391
218
            talker[6] = actor_moray
219
        }
220
        break
221
    case 19:
222
        cutscene_battle_initiate("feisty five", false, false)
223
        break
224
    case 20:
225
        global.dunes_flag[22] = 1
226
        instance_destroy()
227
        break
228
    case 21:
229
        with (obj_radio)
230
            audio_stop_sound(current_song)
231
        cutscene_camera_freeze(720, 400)
232
        break
233
    case 22:
234
        cutscene_npc_walk(actor_starlo, actor_starlo.x, 480, 4, "y", "up")
235
        break
236
    case 23:
237
        cutscene_dialogue()
238
        with (msg)
239
        {
240
            message[0] = "* What in the actual#  goshdarn tarnation is#  happenin' here?"
241
            prt[0] = 403
242
            sndfnt_array[0] = 107
243
            talker[0] = actor_starlo
244
            position = 1
245
        }
246
        break
247
    case 24:
248
        cutscene_npc_walk(actor_ed, 680, 420, 2, "y", "down")
249
        cutscene_npc_walk(actor_ace, 740, 420, 2, "y", "down")
250
        cutscene_npc_walk(actor_moray, 620, 420, 2, "x", "down")
251
        cutscene_npc_walk(actor_mooch, 780, 420, 2, "x", "down")
252
        cutscene_advance(25)
253
        break
254
    case 25:
255
        if cutscene_wait(2)
256
        {
257
            cutscene_music_start(197)
258
            cutscene_advance(26)
259
        }
260
        break
261
    case 26:
262
        cutscene_dialogue()
263
        with (msg)
264
        {
265
            color = true
266
            col_modif[0] = make_color_rgb(255, 206, 106)
267
            message[0] = "* We felt yer trainin'#  was lackluster..."
268
            message[1] = "* ...So we gave Clover#  a real challenge."
269
            sndfnt_array[0] = 104
270
            talker[0] = actor_ed
271
            message[2] = "* I'm disappointed in you#  four!"
272
            message[3] = "* Eight weeks of lassons#  for this?"
273
            message[4] = "* I oughta lock you away#  with Feathers!"
274
            sndfnt_array[2] = 107
275
            talker[2] = actor_starlo
276
            message[5] = "* Star, what's going on?"
277
            message[6] = "* You've been... different."
278
            sndfnt_array[5] = 391
279
            talker[5] = actor_moray
280
            message[7] = "* A real meanie!"
281
            sndfnt_array[7] = 105
282
            talker[7] = actor_mooch
283
            message[8] = "* It's true. This hasn't#  been any fun."
284
            sndfnt_array[8] = 106
285
            talker[8] = actor_ace
286
            message[9] = "* W-what are y'all#  blabbering about?"
287
            message[10] = "* This is the most alive#  this town has ever been!"
288
            sndfnt_array[9] = 107
289
            talker[9] = actor_starlo
290
            message[11] = "* Why's everythin' hav'ta#  be a spectacle, huh?"
291
            message[12] = "* I miss the old North#  Star; the fearless#  leader!"
292
            message[13] = "* The monster who could#  make their own fun in#  the little things!"
293
            message[14] = "* This new Star is#  selfish and reckless."
294
            message[15] = "* Or should I call you by#  yer real name?"
295
            message[16] = "* Should I? Starlo?"
296
            message_col[16][0] = "            Starlo "
297
            sndfnt_array[11] = 104
298
            talker[11] = actor_ed
299
            message[17] = "* Why you..."
300
            sndfnt_array[17] = 107
301
            talker[17] = actor_starlo
302
            position = 1
303
            prt[0] = 453
304
            prt[1] = 453
305
            prt[2] = 410
306
            prt[3] = 410
307
            prt[4] = 421
308
            prt[5] = 446
309
            prt[6] = 446
310
            prt[7] = 460
311
            prt[8] = 439
312
            prt[9] = 406
313
            prt[10] = 406
314
            prt[11] = 453
315
            prt[12] = 451
316
            prt[13] = 454
317
            prt[14] = 453
318
            prt[15] = 453
319
            prt[16] = 453
320
            prt[17] = 403
321
        }
322
        break
323
    case 27:
324
        instance_create(640, 270, obj_ceroba_npc)
325
        cutscene_advance()
326
        break
327
    case 28:
328
        cutscene_npc_walk(actor_ceroba, 640, 350, 3, "y", "down")
329
        break
330
    case 29:
331
        cutscene_dialogue()
332
        with (msg)
333
        {
334
            message[0] = "* What's with all the#  shouting?"
335
            message[1] = "* What's happening?"
336
            sndfnt_array[0] = 108
337
            position_array[0] = 0
338
            position_array[1] = 0
339
            talker[0] = actor_ceroba
340
            message[2] = "* It seems my posse don't#  RESPECT me no more!"
341
            sndfnt_array[2] = 107
342
            position_array[2] = 1
343
            talker[2] = actor_starlo
344
            message[3] = "* It's not that."
345
            message[4] = "* We just want you to#  take it down a notch."
346
            position_array[3] = 0
347
            position_array[4] = 0
348
            sndfnt_array[3] = 106
349
            talker[3] = actor_ace
350
            message[5] = "* You can't just throw us#  around for this human#  business."
351
            message[6] = "* That isn't what friends#  do, Star."
352
            position_array[5] = 0
353
            position_array[6] = 0
354
            sndfnt_array[5] = 391
355
            talker[5] = actor_moray
356
            message[7] = "* ..."
357
            sndfnt_array[7] = 108
358
            position_array[7] = 0
359
            talker[7] = actor_ceroba
360
            message[8] = "* I know what all this is#  about..."
361
            message[9] = "* Y'all are just FULL of#  envy! Overflowin' with#  it!	"
362
            message[10] = "* Clover's shot circles#  'round you and you just#  can't accept it!"
363
            sndfnt_array[8] = 107
364
            position_array[8] = 1
365
            position_array[9] = 1
366
            position_array[10] = 1
367
            talker[8] = actor_starlo
368
            message[11] = "* Clover has nothing to#  do with this...#  It's you."
369
            position_array[11] = 0
370
            sndfnt_array[11] = 109
371
            talker[11] = actor_moray
372
            message[12] = "* No, Star's totally#  right!"
373
            message[13] = "* Clover's \"super#  skilled\" at everythin'!"
374
            message[14] = "* In fact, I think they#  could carry the whole#  squad on their own!"
375
            message[15] = "* Who needs us when you#  got a powerhouse#  \"deputy\"?"
376
            position_array[12] = 0
377
            position_array[13] = 0
378
            position_array[14] = 0
379
            position_array[15] = 0
380
            sndfnt_array[12] = 104
381
            talker[12] = actor_ed
382
            message[16] = "* What'r you sayin'?"
383
            position_array[16] = 1
384
            sndfnt_array[16] = 107
385
            talker[16] = actor_starlo
386
            message[17] = "* I'm sayin' that I'm#  done."
387
            message[18] = "* I resign from the#  Feisty Five, okay?"
388
            position_array[17] = 1
389
            position_array[18] = 1
390
            sndfnt_array[17] = 104
391
            talker[17] = actor_ed
392
            message[19] = "* Really now?"
393
            message[20] = "* It'll still be the#  Feisty Five without ya#  so go ahead."
394
            position_array[19] = 1
395
            position_array[20] = 1
396
            sndfnt_array[19] = 107
397
            talker[19] = actor_starlo
398
            prt[0] = 370
399
            prt[1] = 370
400
            prt[2] = 410
401
            prt[3] = 437
402
            prt[4] = 435
403
            prt[5] = 448
404
            prt[6] = 446
405
            prt[7] = 394
406
            prt[8] = 416
407
            prt[9] = 403
408
            prt[10] = 403
409
            prt[11] = 448
410
            prt[12] = 451
411
            prt[13] = 451
412
            prt[14] = 454
413
            prt[15] = 453
414
            prt[16] = 418
415
            prt[17] = 453
416
            prt[18] = 453
417
            prt[19] = 416
418
            prt[20] = 416
419
        }
420
        break
421
    case 30:
422
        cutscene_npc_walk(actor_ed, actor_ed.x, 620, 3, "x", "down")
423
        break
424
    case 31:
425
        cutscene_wait(0.5)
426
        break
427
    case 32:
428
        cutscene_dialogue()
429
        with (msg)
430
        {
431
            message[0] = "* I-I'm leaving too."
432
            message[1] = "* I don't wanna work#  under a big-headed#  sheriff."
433
            prt[0] = 460
434
            prt[1] = 460
435
            sndfnt_array[0] = 105
436
            talker[0] = actor_mooch
437
            position = 1
438
        }
439
        break
440
    case 33:
441
        cutscene_npc_walk(actor_mooch, actor_mooch.x, 620, 4, "y", "down")
442
        break
443
    case 34:
444
        cutscene_wait(0.5)
445
        break
446
    case 35:
447
        cutscene_dialogue()
448
        with (msg)
449
        {
450
            message[0] = "* Seems like life dealt#  you a bad hand, Star."
451
            message[1] = "* I'm following them."
452
            prt[0] = 439
453
            prt[1] = 437
454
            sndfnt_array[0] = 106
455
            talker[0] = actor_ace
456
            position = 1
457
        }
458
        break
459
    case 36:
460
        cutscene_npc_walk(actor_ace, actor_ace.x, 620, 3, "y", "down")
461
        break
462
    case 37:
463
        cutscene_wait(0.5)
464
        break
465
    case 38:
466
        cutscene_dialogue()
467
        with (msg)
468
        {
469
            message[0] = "* Sorry, Star..."
470
            message[1] = "* Please work on yourself."
471
            message[2] = "* Forgiveness is only one#  apology away."
472
            prt[0] = 446
473
            prt[1] = 446
474
            prt[2] = 446
475
            sndfnt_array[0] = 391
476
            talker[0] = actor_moray
477
            position = 1
478
        }
479
        break
480
    case 39:
481
        cutscene_npc_walk(actor_moray, actor_moray.x, 620, 3, "y", "down")
482
        break
483
    case 40:
484
        cutscene_npc_direction(actor_starlo, "down")
485
        break
486
    case 41:
487
        cutscene_wait(0.5)
488
        break
489
    case 42:
490
        cutscene_npc_walk(actor_starlo, actor_starlo.x, 440, 3, "y", "down")
491
        break
492
    case 43:
493
        cutscene_dialogue()
494
        with (msg)
495
        {
496
            message[0] = "* Fine! I was considerin'#  firin' y'all anyway!"
497
            message[1] = "* Ceroba, you understand,#  right?"
498
            message[2] = "* They're bein'#  ridiculous!"
499
            prt[0] = 403
500
            prt[1] = 416
501
            prt[2] = 416
502
            sndfnt_array[0] = 107
503
            talker[0] = actor_starlo
504
            position = 1
505
            if (message_current == 1)
506
                actor_starlo.npc_direction = "up"
507
        }
508
        break
509
    case 44:
510
        cutscene_npc_walk(actor_ceroba, 660, 400, 1, "y", "down")
511
        break
512
    case 45:
513
        cutscene_wait(0.5)
514
        break
515
    case 46:
516
        cutscene_dialogue()
517
        with (msg)
518
        {
519
            message[0] = "* Starlo..."
520
            message[1] = "* They're right."
521
            message[2] = "* You HAVE changed a lot#  from the monster I once#  knew."
522
            message[3] = "* I tried to brush it off#  as you having fun at#  first but..."
523
            message[4] = "* This Wild East thing#  has damaged your#  personality."
524
            message[5] = "* I want to see the real#  Starlo."
525
            prt[0] = 370
526
            prt[1] = 394
527
            prt[2] = 370
528
            prt[3] = 394
529
            prt[4] = 394
530
            prt[5] = 370
531
            sndfnt_array[0] = 108
532
            position_array[0] = 0
533
            talker[0] = actor_ceroba
534
            message[6] = "* ..."
535
            message[7] = "* That's North Star to#  you."
536
            prt[6] = 416
537
            prt[7] = 416
538
            sndfnt_array[6] = 107
539
            position_array[6] = 0
540
            talker[6] = actor_starlo
541
            message[8] = "* ..."
542
            prt[8] = 394
543
            sndfnt_array[8] = 108
544
            position_array[8] = 0
545
            talker[8] = actor_ceroba
546
        }
547
        break
548
    case 47:
549
        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)
550
        cutscene_npc_walk(actor_ceroba, actor_ceroba.x, 620, 2, "x", "down")
551
        break
552
    case 48:
553
        cutscene_wait(2)
554
        break
555
    case 49:
556
        cutscene_npc_direction(actor_starlo, "down")
557
        break
558
    case 50:
559
        cutscene_dialogue()
560
        with (msg)
561
        {
562
            message[0] = "* Well..."
563
            message[1] = "* Everyone is gone."
564
            message[2] = "* I got no posse... No#  friends..."
565
            message[3] = "* I..."
566
            message[4] = "* I need to think."
567
            message[5] = "* I can fix this."
568
            prt[0] = 410
569
            prt[1] = 416
570
            prt[2] = 416
571
            prt[3] = 416
572
            prt[4] = 410
573
            prt[5] = 410
574
            sndfnt_array[0] = 107
575
            talker[0] = actor_starlo
576
            position = 1
577
        }
578
        break
579
    case 51:
580
        cutscene_npc_walk(actor_starlo, 1020, actor_starlo.y, 4, "x", "right")
581
        break
582
    case 52:
583
        cutscene_camera_move(obj_pl.x, obj_pl.y, 2)
584
        break
585
    case 53:
586
        cutscene_wait(1)
587
        break
588
    case 54:
589
        global.dunes_flag[20] = 9
590
        instance_destroy(actor_starlo)
591
        instance_destroy(actor_ed)
592
        instance_destroy(actor_ace)
593
        instance_destroy(actor_moray)
594
        instance_destroy(actor_mooch)
595
        instance_destroy(actor_ceroba)
596
        instance_destroy(actor_clover)
597
        instance_destroy()
598
        instance_create(720, 380, obj_determination)
599
        __view_set((9 << 0), 0, 1031)
600
        obj_radio.bgm = 542
601
        scr_radio_restart
scr_radio_restart

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

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
603
        break
604
}