Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_castle_03_cutscene_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
switch (scene)
4
{
5
    case 0:
6
        if (place_meeting(x, y, obj_pl))
7
        {
8
            instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc);
9
            cutscene_follower_into_actor();
10
            with (obj_doorway)
11
                instance_destroy();
12
        }
13
        break;
14
    case 1:
15
        cutscene_npc_walk(1168, 390, obj_player_npc.y, 1, "x", "up");
16
        cutscene_advance();
17
        break;
18
    case 2:
19
        cutscene_wait(0.5);
20
        break;
21
    case 3:
22
        cutscene_npc_walk(1164, 390, 160, 3, "y", "up");
23
        break;
24
    case 4:
25
        cutscene_dialogue();
26
        with (msg)
27
        {
28
            talker[0] = 1164;
29
            message[0] = "* Wait.";
30
            message[1] = "* Before we enter, I just#  wanna say...";
31
            message[2] = "* Thanks for today.";
32
            message[3] = "* For putting up with me.";
33
            message[4] = "* I guess...";
34
            message[5] = "* In the big picture of#  my life, you're only#  gonna be a blip.";
35
            message[6] = "* But oftentimes...";
36
            message[7] = "* Those \"blips\" make the#  biggest impacts, you#  know?";
37
            message[8] = "* Oh, what am I saying?";
38
            message[9] = "* I'll see you again once#  monsterkind is free,#  remember?";
39
            message[10] = "* Wherever you are when#  that time comes,";
40
            message[11] = "* I will search you out!#  Guaranteed!";
41
            prt[0] = 317;
42
            prt[1] = 329;
43
            prt[2] = 320;
44
            prt[3] = 320;
45
            prt[4] = 317;
46
            prt[5] = 329;
47
            prt[6] = 317;
48
            prt[7] = 320;
49
            prt[8] = 328;
50
            prt[9] = 312;
51
            prt[10] = 320;
52
            prt[11] = 312;
53
            if (message_current == 1)
54
                obj_player_npc.npc_direction = "down";
55
        }
56
        break;
57
    case 5:
58
        cutscene_wait(1);
59
        break;
60
    case 6:
61
        cutscene_dialogue();
62
        with (msg)
63
        {
64
            talker[0] = 1164;
65
            message[0] = "* Well...";
66
            message[1] = "* Guess it's time.";
67
            message[2] = "* Just follow my lead.";
68
            prt[0] = 317;
69
            prt[1] = 320;
70
            prt[2] = 321;
71
        }
72
        break;
73
    case 7:
74
        cutscene_wait(0.5);
75
        break;
76
    case 8:
77
        cutscene_npc_walk_relative(1168, 20, 0, 2, "x", "down");
78
        break;
79
    case 9:
80
        cutscene_npc_walk(1164, obj_martlet_npc.x, obj_player_npc.y, 2, "y", "right");
81
        if (obj_martlet_npc.y < (obj_player_npc.y + 20))
82
            obj_player_npc.npc_direction = "left";
83
        break;
84
    case 10:
85
        cutscene_wait(0.75);
86
        break;
87
    case 11:
88
        cutscene_npc_walk(1164, obj_martlet_npc.x, 106, 1, "y", "up");
89
        cutscene_advance();
90
        break;
91
    case 12:
92
        if (obj_martlet_npc.y < (obj_player_npc.y - 5))
93
        {
94
            obj_player_npc.npc_direction = "up";
95
            obj_martlet_npc.image_alpha -= 0.1;
96
        }
97
        if (obj_martlet_npc.image_alpha <= 0)
98
            cutscene_advance();
99
        break;
100
    case 13:
101
        cutscene_npc_walk(1168, obj_martlet_npc.x, 106, 1, "x", "up");
102
        break;
103
    case 14:
104
        obj_player_npc.image_alpha -= 0.1;
105
        if (obj_player_npc.image_alpha <= 0)
106
            cutscene_advance();
107
        break;
108
    case 15:
109
        cutscene_wait(2);
110
        break;
111
    case 16:
112
        cutscene_change_room(268, 160, 560, 0.025);
113
        break;
114
}