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gml_Object_obj_castle_throne_room_controller_neutral_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
        cutscene_wait(1);
7
        break;
8
    case 1:
9
        cutscene_npc_walk(1164, 160, 380, 2, "x", "up");
10
        cutscene_wait(0.25);
11
        break;
12
    case 2:
13
        cutscene_npc_walk(1168, 160, 400, 2, "y", "up", -4);
14
        break;
15
    case 3:
16
        cutscene_wait(1);
17
        break;
18
    case 4:
19
        cutscene_camera_move(obj_martlet_npc.x, obj_asgore_npc.y - 20, 1);
20
        break;
21
    case 5:
22
        cutscene_wait(1);
23
        break;
24
    case 6:
25
        cutscene_dialogue();
26
        with (msg)
27
        {
28
            talker[0] = 959;
29
            talker[1] = 1164;
30
            talker[3] = 959;
31
            message[0] = "* Dum dee dum...";
32
            message[1] = "* Um... Excuse me?";
33
            message[2] = "* King?";
34
            message[3] = "* Oh?";
35
            message[4] = "* A visitor? At this#  hour?";
36
            prt[1] = 317;
37
            prt[2] = 317;
38
        }
39
        break;
40
    case 7:
41
        cutscene_wait(0.5);
42
        break;
43
    case 8:
44
        cutscene_npc_direction(959, "right");
45
        break;
46
    case 9:
47
        cutscene_wait(0.5);
48
        break;
49
    case 10:
50
        cutscene_npc_direction(959, "down");
51
        break;
52
    case 11:
53
        cutscene_wait(0.5);
54
        break;
55
    case 12:
56
        cutscene_dialogue();
57
        with (msg)
58
        {
59
            talker[0] = 1164;
60
            talker[2] = 959;
61
            talker[4] = 1164;
62
            talker[7] = 959;
63
            talker[10] = 1164;
64
            message[0] = "* H-Hello Mr. King, sir.";
65
            message[1] = "* It is an honor to be   ";
66
            message[2] = "* No need to be so#  formal.";
67
            message[3] = "* You can just call me#  \"Asgore\" if you like.";
68
            message[4] = "* Right!";
69
            message[5] = "* Asgore, King, sir.";
70
            message[6] = "* I am Martlet of the#  Royal Guard Snowdin#  Division.";
71
            message[7] = "* Ah yes! One of our#  courageous guards.";
72
            message[8] = "* Thank you for your#  service to the#  Underground!";
73
            message[9] = "* What brings you to the#  Castle so late?";
74
            message[10] = "* W-Well...";
75
            prt[0] = 323;
76
            prt[1] = 322;
77
            prt[2] = 1803;
78
            prt[3] = 1803;
79
            prt[4] = 330;
80
            prt[5] = 322;
81
            prt[6] = 321;
82
            prt[7] = 1803;
83
            prt[8] = 1803;
84
            prt[9] = 1803;
85
            prt[10] = 329;
86
            if (message_current == 1)
87
                message_timer = 15;
88
            else
89
                message_timer = -1;
90
        }
91
        break;
92
    case 13:
93
        cutscene_wait(0.5);
94
        break;
95
    case 14:
96
        cutscene_npc_walk(1164, 130, 380, 1, "x", "down");
97
        break;
98
    case 15:
99
        cutscene_wait(1);
100
        break;
101
    case 16:
102
        cutscene_npc_walk(1168, 160, 380, 1, "y", "up");
103
        if (obj_player_npc.y < (obj_martlet_npc.y + 10))
104
            obj_martlet_npc.npc_direction = "right";
105
        break;
106
    case 17:
107
        cutscene_dialogue();
108
        with (msg)
109
        {
110
            talker[0] = 1164;
111
            message[0] = "* This human brings me to#  the Castle.";
112
            prt[0] = 321;
113
        }
114
        break;
115
    case 18:
116
        obj_asgore_npc.down_sprite_idle = 990;
117
        obj_asgore_npc.up_sprite = 990;
118
        cutscene_npc_walk_relative(959, 0, -30, 1, "y", "down");
119
        break;
120
    case 19:
121
        cutscene_wait(1);
122
        break;
123
    case 20:
124
        obj_martlet_npc.npc_direction = "up";
125
        cutscene_dialogue();
126
        with (msg)
127
        {
128
            position_array[0] = 1;
129
            position_array[1] = 0;
130
            talker[0] = 1164;
131
            talker[1] = 959;
132
            message[0] = "* Their name is#  Clover.";
133
            message[1] = "* Clover...";
134
            prt[0] = 323;
135
            prt[1] = 1803;
136
            if (message_current == 1)
137
                obj_asgore_npc.down_sprite_idle = 2516;
138
        }
139
        break;
140
    case 21:
141
        cutscene_npc_direction(959, "right");
142
        break;
143
    case 22:
144
        cutscene_wait(1);
145
        break;
146
    case 23:
147
        obj_asgore_npc.down_sprite_idle = 3434;
148
        obj_asgore_npc.up_sprite = 2873;
149
        cutscene_npc_direction(959, "down");
150
        break;
151
    case 24:
152
        cutscene_dialogue();
153
        with (msg)
154
        {
155
            talker[0] = 959;
156
            talker[1] = 1164;
157
            talker[3] = 959;
158
            talker[4] = 1164;
159
            talker[7] = 959;
160
            position_array[0] = 0;
161
            position_array[1] = 1;
162
            position_array[2] = 1;
163
            position_array[3] = 0;
164
            position_array[4] = 1;
165
            position_array[5] = 1;
166
            position_array[6] = 1;
167
            position_array[7] = 0;
168
            position_array[8] = 0;
169
            message[0] = "* What a lovely name...";
170
            message[1] = "* I apologize for the#  lack of notice!";
171
            message[2] = "* I know this may be a#  shock but...";
172
            message[3] = "* Were you, by chance,#  not given a Royal Guard#  handbook?";
173
            message[4] = "* A handbook?";
174
            message[5] = "* Sure, I was given a#  handbook.";
175
            message[6] = "* Not sure I'm following.";
176
            message[7] = "* Ah...";
177
            message[8] = "* Hmm... ";
178
            prt[0] = 1803;
179
            prt[1] = 322;
180
            prt[2] = 323;
181
            prt[3] = 1803;
182
            prt[4] = 330;
183
            prt[5] = 322;
184
            prt[6] = 322;
185
            prt[7] = 3393;
186
            prt[8] = 864;
187
        }
188
        break;
189
    case 25:
190
        cutscene_npc_direction(959, "left");
191
        break;
192
    case 26:
193
        cutscene_wait(1);
194
        break;
195
    case 27:
196
        cutscene_dialogue();
197
        with (msg)
198
        {
199
            talker[0] = 959;
200
            talker[2] = 1164;
201
            talker[13] = 959;
202
            message[0] = "* So you are familiar#  with the protocol...";
203
            message[1] = "* Yet... here you are.";
204
            prt[0] = 864;
205
            prt[1] = 1803;
206
            message[2] = "* I know how it looks.";
207
            message[3] = "* But you see...";
208
            message[4] = "* Clover is not a bad#  person.";
209
            message[5] = "* I-In fact, they are one#  of the kindest souls#  around!";
210
            message[6] = "* So many have attacked#  them with ill intent... ";
211
            message[7] = "* But Clover is peaceful.";
212
            message[8] = "* ...As much as one can#  be in such situations.";
213
            message[9] = "* What I'm trying to say#  is... ";
214
            message[10] = "* Clover believes in#  what's best for others.#  Even monsters.";
215
            message[11] = "* And... ";
216
            message[12] = "* They need to go home.#  Back to the#  Surface.";
217
            message[13] = "* Back to the Surface...";
218
            prt[2] = 317;
219
            prt[3] = 329;
220
            prt[4] = 317;
221
            prt[5] = 320;
222
            prt[6] = 329;
223
            prt[7] = 320;
224
            prt[8] = 323;
225
            prt[9] = 329;
226
            prt[10] = 321;
227
            prt[11] = 338;
228
            prt[12] = 321;
229
            prt[13] = 864;
230
            position_array[0] = 0;
231
            position_array[1] = 0;
232
            position_array[2] = 1;
233
            position_array[3] = 1;
234
            position_array[4] = 1;
235
            position_array[5] = 1;
236
            position_array[6] = 1;
237
            position_array[7] = 1;
238
            position_array[8] = 1;
239
            position_array[9] = 1;
240
            position_array[10] = 1;
241
            position_array[11] = 1;
242
            position_array[12] = 1;
243
            position_array[13] = 0;
244
        }
245
        break;
246
    case 28:
247
        cutscene_wait(0.5);
248
        break;
249
    case 29:
250
        cutscene_npc_direction(959, "down");
251
        break;
252
    case 30:
253
        cutscene_dialogue();
254
        with (msg)
255
        {
256
            talker[0] = 959;
257
            talker[3] = 1164;
258
            talker[5] = 959;
259
            talker[9] = 1164;
260
            talker[11] = 959;
261
            talker[14] = 1164;
262
            message[0] = "* ...";
263
            message[1] = "* If only such a thing#  were so easy.";
264
            message[2] = "* But you of all monsters#  must know the reality.";
265
            message[3] = "* Clover is different!";
266
            message[4] = "* This is different!";
267
            message[5] = "* No...";
268
            message[6] = "* Regrettably...";
269
            message[7] = "* The one thing these#  encounters never are is#  \"different.\"";
270
            message[8] = "* Not in the end.";
271
            message[9] = "* Wh... What are you#  saying?";
272
            message[10] = "* You aren't going to#  kill Clover are you!?";
273
            message[11] = "* . . .";
274
            message[12] = "* If that is the result#  of our battle...";
275
            message[13] = "* It must be.";
276
            message[14] = "* NO!!";
277
            message[15] = "* You can't do that!!";
278
            message[16] = "* Clover!";
279
            message[17] = "* Plead your case! Come#  on!!";
280
            prt[0] = 3090;
281
            prt[1] = 1923;
282
            prt[2] = 1803;
283
            prt[3] = 309;
284
            prt[4] = 309;
285
            prt[5] = 3090;
286
            prt[6] = 3090;
287
            prt[7] = 3107;
288
            prt[8] = 3597;
289
            prt[9] = 332;
290
            prt[10] = 333;
291
            prt[11] = 3090;
292
            prt[12] = 3090;
293
            prt[13] = 3597;
294
            prt[14] = 332;
295
            prt[15] = 309;
296
            prt[16] = 317;
297
            prt[17] = 329;
298
            position_array[0] = 0;
299
            position_array[1] = 0;
300
            position_array[2] = 0;
301
            position_array[3] = 1;
302
            position_array[4] = 1;
303
            position_array[5] = 0;
304
            position_array[6] = 0;
305
            position_array[7] = 0;
306
            position_array[8] = 0;
307
            position_array[9] = 1;
308
            position_array[10] = 1;
309
            position_array[11] = 0;
310
            position_array[12] = 0;
311
            position_array[13] = 0;
312
            position_array[14] = 1;
313
            position_array[15] = 1;
314
            position_array[16] = 1;
315
            position_array[17] = 1;
316
            if (message_current == 16)
317
                obj_martlet_npc.npc_direction = "right";
318
        }
319
        break;
320
    case 32:
321
        cutscene_npc_action_sprite(1168, 3758, 1, false);
322
        if (obj_player_npc.image_index >= 3)
323
        {
324
            obj_player_npc.image_index = 3;
325
            obj_player_npc.image_speed = 0;
326
            cutscene_advance();
327
        }
328
        break;
329
    case 31:
330
        cutscene_wait(1);
331
        break;
332
    case 33:
333
        cutscene_dialogue();
334
        with (msg)
335
        {
336
            talker[0] = 1164;
337
            message[0] = "* What are you doing??";
338
            message[1] = "* Say something!";
339
            prt[0] = 333;
340
            prt[1] = 329;
341
        }
342
        break;
343
    case 34:
344
        if (obj_player_npc.image_speed == 0)
345
            obj_player_npc.image_speed = 1;
346
        cutscene_npc_action_sprite(1168, 3758, 1, false);
347
        break;
348
    case 35:
349
        cutscene_wait(0.5);
350
        break;
351
    case 36:
352
        cutscene_dialogue();
353
        with (msg)
354
        {
355
            message[0] = "";
356
            if (alpha_fade == false)
357
            {
358
                alpha_fade = true;
359
                ch_alpha = 0;
360
                ch_delay = 30;
361
            }
362
            skippable = false;
363
            ch[1] = "...";
364
            ch[2] = "You\nshould go";
365
            ch_msg = 0;
366
            if (outcome != 0)
367
            {
368
                choice = false;
369
                ch_delay = 0;
370
                alpha_fade = false;
371
            }
372
            if (outcome == 1)
373
                other.scene = 38;
374
            else if (outcome == 2)
375
                other.scene = 37;
376
        }
377
        break;
378
    case 37:
379
        if (!instance_exists(obj_dialogue))
380
        {
381
            obj_martlet_npc.left_sprite = 270;
382
            cutscene_npc_walk_relative(1164, -10, 0, 0.5, "x", "right");
383
        }
384
        break;
385
    case 38:
386
        cutscene_wait(1);
387
        break;
388
    case 39:
389
        cutscene_dialogue();
390
        if (!variable_instance_exists(id, "noloop_count"))
391
            noloop_count = 0;
392
        with (msg)
393
        {
394
            talker[0] = 1164;
395
            talker[3] = 959;
396
            talker[5] = 1164;
397
            message[0] = "* Clover...";
398
            message[1] = "* You're...";
399
            message[2] = "* You can't...";
400
            message[3] = "* The human has spoken.";
401
            message[4] = "* I am sorry.";
402
            message[5] = "* N-No...";
403
            message[6] = "* This isn't how this...";
404
            prt[0] = 332;
405
            prt[1] = 330;
406
            prt[2] = 330;
407
            prt[3] = 3090;
408
            prt[4] = 1803;
409
            prt[5] = 317;
410
            prt[6] = 329;
411
            position_array[0] = 1;
412
            position_array[1] = 1;
413
            position_array[2] = 1;
414
            position_array[3] = 0;
415
            position_array[4] = 0;
416
            position_array[5] = 1;
417
            position_array[6] = 1;
418
            if (message_current == 5)
419
            {
420
                skippable = false;
421
                message_timer = 30;
422
                if (other.noloop_count == 0)
423
                {
424
                    other.noloop_count = 1;
425
                    obj_martlet_npc.x_dest[0] = obj_martlet_npc.x - 10;
426
                    obj_martlet_npc.can_walk = true;
427
                }
428
            }
429
            if (message_current == 6)
430
            {
431
                skippable = false;
432
                message_timer = 30;
433
                if (other.noloop_count == 1)
434
                {
435
                    other.noloop_count = 2;
436
                    obj_martlet_npc.x_dest[0] = obj_martlet_npc.x - 10;
437
                    obj_martlet_npc.can_walk = true;
438
                }
439
            }
440
        }
441
        break;
442
    case 40:
443
        cutscene_wait(1);
444
        break;
445
    case 41:
446
        cutscene_dialogue();
447
        with (msg)
448
        {
449
            talker[0] = 1164;
450
            message[0] = "* L-Let's go back.";
451
            message[1] = "* Back to Snowdin.";
452
            message[2] = "* You can live w-with me.";
453
            message[3] = "* Like nothing ever#  happened...";
454
            prt[0] = 329;
455
            prt[1] = 322;
456
            prt[2] = 322;
457
            prt[3] = 323;
458
            ch_msg = 3;
459
            ch[1] = "...";
460
        }
461
        break;
462
    case 42:
463
        cutscene_wait(1);
464
        break;
465
    case 43:
466
        cutscene_dialogue();
467
        with (msg)
468
        {
469
            talker[0] = 1164;
470
            message[0] = "* I...";
471
            message[1] = "* I......";
472
            prt[0] = 329;
473
            prt[1] = 317;
474
            if (message_current == 0)
475
                obj_martlet_npc.npc_direction = "down";
476
            if (message_current == 1)
477
                obj_martlet_npc.npc_direction = "left";
478
        }
479
        break;
480
    case 44:
481
        obj_martlet_npc.npc_direction = "right";
482
        cutscene_wait(2);
483
        break;
484
    case 45:
485
        obj_martlet_npc.down_sprite = 3574;
486
        cutscene_npc_walk_relative(1164, 0, 30, 0.5, "y", "down");
487
        break;
488
    case 46:
489
        cutscene_npc_action_sprite(1164, 1631, 1, false);
490
        obj_martlet_npc.down_sprite = 3455;
491
        obj_martlet_npc.down_sprite_idle = 3455;
492
        break;
493
    case 47:
494
        cutscene_npc_walk_relative(1164, 0, 100, 0.5, "y", "down");
495
        break;
496
    case 48:
497
        cutscene_wait(1.5);
498
        break;
499
    case 49:
500
        cutscene_dialogue();
501
        with (msg)
502
        {
503
            position = 0;
504
            talker[0] = 959;
505
            message[0] = "* . . .";
506
            message[1] = "* Hm.";
507
            message[2] = "* You are a decisive one.";
508
            message[3] = "* . . .";
509
            message[4] = "* Then you know what we#  must do.";
510
            message[5] = "* Please... follow me#  into the next room.";
511
            prt[0] = 3090;
512
            prt[1] = 3393;
513
            prt[2] = 1803;
514
            prt[3] = 3090;
515
            prt[4] = 1803;
516
            prt[5] = 1803;
517
            if (message_current == 2)
518
                obj_martlet_npc.npc_direction = "left";
519
        }
520
        break;
521
    case 50:
522
        cutscene_npc_walk(959, 110, 120, 1, "x", "down");
523
        cutscene_wait(0.5);
524
        break;
525
    case 51:
526
        cutscene_npc_walk(1168, 110, 145, 1, "x", "up");
527
        cutscene_advance();
528
        break;
529
    case 52:
530
        cutscene_wait(0.5);
531
        break;
532
    case 53:
533
        if (cutscene_camera_move(obj_camera.x, 120, 1, true) && cutscene_npc_walk(959, 110, 120, 2, "x", "up") && cutscene_npc_walk(1168, 110, 145, 2, "x", "up"))
534
            cutscene_advance(54);
535
        break;
536
    case 54:
537
        cutscene_wait(2);
538
        break;
539
    case 55:
540
        obj_asgore_npc.npc_direction = "up";
541
        cutscene_change_room(273, 150, 240, 0.1);
542
        break;
543
}