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gml_Object_obj_wild_east_endgame_cutscene_01_Step_0

(view raw script w/o annotations or w/e)
1
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_camera_freeze(720, 440)
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        break
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    case 0:
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        cutscene_wait(2)
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        break
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    case 1:
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        audio_resume_sound(obj_radio.current_song)
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        cutscene_advance()
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        break
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    case 2:
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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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            cutscene_advance()
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        break
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    case 3:
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        instance_create((camera_get_view_x(view_camera[0]) + 320 + 40), obj_pl.y, obj_ed_npc)
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        cutscene_advance()
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        break
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    case 4:
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        cutscene_npc_set_sprites(obj_ed_npc, 155, 152, 154, 150, 155, 152, 154, 150)
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        break
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    case 5:
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        cutscene_npc_walk(1162, 720, obj_ed_npc.y, 3, "x", "up")
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        break
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    case 6:
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        if cutscene_npc_action_sprite(1162, 156, 0.3, false, 0, 237, 6)
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        {
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            cutscene_npc_set_sprites(obj_ed_npc, 141, 140, 142, 139, 147, 146, 144, 145)
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            scene -= 1
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        }
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        break
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    case 7:
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        cutscene_instance_create(obj_ed_npc.x, (obj_ed_npc.y - 10), obj_player_npc)
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        break
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    case 8:
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        cutscene_npc_direction(obj_player_npc, "down")
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        break
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    case 9:
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        cutscene_npc_walk(1162, 660, 500, 3, "y", "right")
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        break
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    case 10:
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        var camera_y = camera_get_view_y(view_camera[0])
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        instance_create(680, (camera_y - 30), obj_mooch_npc)
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        instance_create(780, (camera_y - 50), obj_ace_npc)
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        instance_create(630, (camera_y - 70), obj_moray_npc)
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        cutscene_advance()
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        break
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    case 11:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1162
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            talker[1] = 1165
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            message[0] = "* Ugh... I'm never#  travelin' via laundry#  chute again!"
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            message[1] = "* Ed! You're back!"
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            prt[0] = 454
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        }
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        break
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    case 12:
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        cutscene_npc_direction(obj_ed_npc, "up")
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        break
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    case 13:
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        cutscene_npc_direction(obj_player_npc, "up")
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        break
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    case 14:
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        cutscene_npc_walk(1165, 680, 440, 4, "y", "down")
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        cutscene_advance()
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        break
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    case 15:
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        cutscene_wait(0.5)
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        break
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    case 16:
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        cutscene_npc_walk(1158, 760, 440, 4, "y", "down")
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        cutscene_advance()
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        break
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    case 17:
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        cutscene_npc_walk(1167, 720, 430, 4, "y", "down")
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        cutscene_advance()
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        break
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    case 18:
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        if obj_mooch_npc.npc_arrived
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            cutscene_sfx_play(snd_playerjump, 1)
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        break
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    case 19:
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        cutscene_npc_path_start(obj_mooch_npc, pt_small_jump, 3)
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        break
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    case 20:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1165
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            message[0] = "* And Clover too?"
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            prt[0] = 455
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            position = 0
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        }
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        break
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    case 21:
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        if ((!obj_moray_npc.npc_arrived) || (!obj_ace_npc.npc_arrived))
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            return;
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1167
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            talker[2] = 1162
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            talker[3] = 1167
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            talker[5] = 1158
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            talker[6] = 1162
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            message[0] = "* I was worried sick#  about you!"
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            message[1] = "* Where's Star?"
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            message[2] = "* Ceroba ran away so he#  chased after her."
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            message[3] = "* Alone!?"
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            message[4] = "* Why did you let him do#  that!?"
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            message[5] = "* Star knows Ceroba more#  than anyone, Moray."
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            message[6] = "* Well... I'm not so sure#  of that anymore."
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            prt[0] = 449
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            prt[1] = 449
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            prt[2] = 454
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            prt[3] = 450
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            prt[4] = 448
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            prt[5] = 437
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            prt[6] = 454
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            if (message_current == 5)
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                obj_ace_npc.npc_direction = "left"
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            if (message_current == 6)
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                obj_ace_npc.npc_direction = "down"
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            position = 0
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        }
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        break
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    case 22:
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        camera_y = camera_get_view_y(view_camera[0])
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        instance_create(720, (camera_y + 240 + 40), obj_martlet_npc)
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        cutscene_advance()
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        break
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    case 23:
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        cutscene_npc_walk(1164, 720, 540, 4, "y", "up")
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        break
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    case 24:
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        obj_player_npc.npc_direction = "down"
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        obj_ed_npc.npc_direction = "down"
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        scene++
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        break
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    case 25:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = 1164
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            talker[5] = 1164
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            talker[12] = 1164
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            talker[15] = 1164
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            talker[3] = 1162
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            talker[8] = 1162
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            talker[13] = 1162
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            talker[4] = 1167
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            message[0] = "* Clover!"
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            message[1] = "* Moray messaged me about#  you being in danger..."
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            message[2] = "* ...so I dropped what I#  was doing and flew over#  here!"
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            message[3] = "* Why'd you get Feathers#  involved, Moray!?"
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            message[4] = "* I just thought she#  deserved to know... She#  can help."
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            message[5] = "* Thank you for reaching#  out."
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            message[6] = "* I heard that you found#  something in Ceroba's#  old house?"
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            message[7] = "* What was it?"
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            message[8] = "* We didn't have the time#  to look over everythin'#  closely but..."
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            message[9] = "* It raised some serious#  concerns."
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            message[10] = "* Papers... tapes...#  belonging to Chujin."
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            message[11] = "* All way too scientific#  for me."
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            message[12] = "* Clover and I can scope#  it out."
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            message[13] = "* No way! I was told to#  keep Clover here."
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            message[14] = "* There's a potential#  threat to their life!"
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            message[15] = "* There's always a#  potential threat to#  their life."
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            message[16] = "* If anyone can fix this,#  it's Clover."
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            prt[0] = 333
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            prt[1] = 317
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            prt[2] = 320
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            prt[3] = 451
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            prt[4] = 449
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            prt[5] = 321
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            prt[6] = 328
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            prt[7] = 328
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            prt[8] = 454
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            prt[9] = 453
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            prt[10] = 451
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            prt[11] = 454
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            prt[12] = 328
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            prt[13] = 453
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            prt[14] = 453
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            prt[15] = 309
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            prt[16] = 313
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            if (message_current == 3)
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                obj_ed_npc.npc_direction = "up"
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            if (message_current == 5)
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                obj_ed_npc.npc_direction = "down"
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        }
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        break
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    case 26:
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        cutscene_wait(0.75)
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        break
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    case 27:
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        cutscene_npc_direction(obj_ed_npc, "left")
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        break
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    case 28:
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        cutscene_audio_fade(cutscene_music, 0, 1500, 0.15, false, true)
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        break
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    case 29:
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        cutscene_wait(0.5)
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        break
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    case 30:
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        global.dunes_flag[41] = 1
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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_advance()
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        break
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    case 31:
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        cutscene_npc_direction(obj_ed_npc, "down")
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        break
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    case 32:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[3] = 1164
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            talker[6] = 1164
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            talker[0] = 1162
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            talker[4] = 1162
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            message[0] = "* Fine... Just stay on#  track."
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            message[1] = "* I can't have them#  runnin' away or nothin'."
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            message[2] = "* You know the way?"
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            message[3] = "* I believe so."
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            message[4] = "* Okay, we'll meet you#  there."
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            message[5] = "* I still have to finish#  explainin' everythin' to#  the group."
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            message[6] = "* Until then."
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            message[7] = "* Come on, Clover."
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            prt[0] = 454
237
            prt[1] = 453
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            prt[2] = 451
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            prt[3] = 321
240
            prt[4] = 451
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            prt[5] = 451
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            prt[6] = 321
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            prt[7] = 328
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        }
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        break
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    case 33:
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        cutscene_npc_walk(1168, obj_martlet_npc.x, (obj_martlet_npc.y - 30), 3, "y", "down")
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        break
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    case 34:
250
        cutscene_wait(0.5)
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        break
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    case 35:
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        cutscene_npc_walk(1164, obj_martlet_npc.x, 700, 3, "y", "down")
254
        scene++
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        break
256
    case 36:
257
        cutscene_npc_walk(1168, obj_player_npc.x, 700, 3, "y", "down")
258
        scene++
259
        break
260
    case 37:
261
        cutscene_wait(2.5)
262
        break
263
    case 38:
264
        persistent = true
265
        cutscene_change_room(126, 600, 30, 0.03)
266
        break
267
    case 39:
268
        instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
269
        obj_player_npc.npc_direction = "down"
270
        instance_create(obj_player_npc.x, (obj_player_npc.y + 30), obj_martlet_npc)
271
        obj_martlet_npc.npc_direction = "down"
272
        obj_martlet_npc.can_walk = false
273
        cutscene_advance()
274
        break
275
    case 40:
276
        cutscene_npc_walk(1164, obj_martlet_npc.x, 140, 3, "y", "down")
277
        cutscene_npc_walk(1168, obj_player_npc.x, 110, 3, "y", "down")
278
        scene++
279
        break
280
    case 41:
281
        if (obj_martlet_npc.npc_arrived && obj_player_npc.npc_arrived)
282
            cutscene_wait(0.5)
283
        break
284
    case 42:
285
        cutscene_npc_direction(obj_martlet_npc, "up")
286
        break
287
    case 43:
288
        cutscene_dialogue()
289
        with (msg)
290
        {
291
            talker[0] = 1164
292
            message[0] = "* Hey, before we go, I#  need to apologize."
293
            message[1] = "* I shouldn't have let#  Ceroba take you."
294
            message[2] = "* I just... I really#  thought I could trust#  her. We all did."
295
            message[3] = "* And what I had to take#  care of in Snowdin was#  far too impor..."
296
            message[4] = "* You know what? Doesn't#  matter anymore."
297
            message[5] = "* Let's focus on what Ed#  told us."
298
            message[6] = "* Concerns regarding#  Chujin he said?"
299
            message[7] = "* Surely it's nothing...#  right? "
300
            message[8] = "* Chujin was almost like#  a father to me."
301
            message[9] = "* I don't know where I'd#  be in life without him."
302
            prt[0] = 317
303
            prt[1] = 329
304
            prt[2] = 329
305
            prt[3] = 317
306
            prt[4] = 321
307
            prt[5] = 320
308
            prt[6] = 321
309
            prt[7] = 338
310
            prt[8] = 321
311
            prt[9] = 317
312
        }
313
        break
314
    case 44:
315
        cutscene_npc_direction(obj_martlet_npc, "left")
316
        break
317
    case 45:
318
        cutscene_wait(1)
319
        break
320
    case 46:
321
        cutscene_npc_direction(obj_martlet_npc, "up")
322
        break
323
    case 47:
324
        cutscene_dialogue()
325
        with (msg)
326
        {
327
            talker[0] = 1164
328
            message[0] = "* I'll... let you lead.#  Just head to Oasis#  Valley."
329
            message[1] = "* Nice to see you again,#  by the way."
330
            prt[0] = 317
331
            prt[1] = 320
332
        }
333
        break
334
    case 48:
335
        cutscene_npc_walk(1164, obj_player_npc.x, (obj_player_npc.y - 20), 3, "x", "down")
336
        break
337
    case 49:
338
        scr_actor_into_follower
scr_actor_into_follower

function scr_actor_into_follower(argument0, argument1) //gml_Script_scr_actor_into_follower { if (!instance_exists(argument0)) return false; if (argument1 == noone) return false; instance_create(argument0.x, argument0.y, argument1) argument1.x = argument0.x argument1.y = argument0.y with (argument0) { switch npc_direction { case "up": argument1.sprite_index = argument1.up_sprite_idle break case "down": argument1.sprite_index = argument1.down_sprite_idle break case "left": argument1.sprite_index = argument1.left_sprite_idle break case "right": argument1.sprite_index = argument1.right_sprite_idle break } } instance_destroy(argument0) }
(obj_martlet_npc, obj_martlet_follower)
339
        global.party_member = 1170
340
        obj_martlet_follower.dir_new[1] = 270
341
        obj_martlet_follower.npc_reset = true
342
        cutscene_advance()
343
        break
344
    case 50:
345
        instance_destroy(obj_player_npc)
346
        cutscene_end()
347
        break
348
}