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gml_Object_obj_chem_05_cutscene_geno_Step_0

(view raw script w/o annotations or w/e)
1
switch (scene)
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{
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    case 0:
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        if (obj_pl.x < 340)
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        {
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            scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() { global.cutscene = true; obj_pl.state = scr_frozen_state; obj_pl.image_index = 0; obj_pl.image_speed = 0; }
();
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            scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(arg0, arg1) { var snd = arg0; var fade_len = arg1; 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; }
(obj_radio.current_song, 750);
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            cutscene_instance_create(obj_pl.x, obj_pl.y, 1168);
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        }
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        break;
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    case 1:
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        cutscene_npc_walk(1168, 304, obj_player_npc.y, 3, "x", "up");
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        break;
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    case 2:
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        cutscene_wait(0.5);
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        break;
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    case 3:
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        cutscene_dialogue();
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        with (msg)
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        {
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            sndfnt = 111;
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            message[0] = "* ThIS D_OR iS SEALED SO.. .";
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            message[1] = "* LeAVE US Al0NE, PLeASE.";
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            message[2] = "* I KN0W W_WHY YOU ARE heRE.";
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            if (global.route == 3)
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            {
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                message[3] = "* BuT I CAN EXP;;LAIN.";
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            }
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            else
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            {
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                message[3] = "* TRY ALL yOU LIKE BUT tHE#  STEAMWORKS... .";
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                message[4] = "* ALL oF US.";
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                message[5] = "* WE ARe SURVIV0RS.";
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            }
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        }
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        break;
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    case 4:
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        if (global.route == 3)
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            cutscene_npc_action_sprite(1168, 3313, 1, false, 0, 231, 8);
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        else
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            cutscene_advance(7);
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        break;
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    case 5:
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        cutscene_wait(0.5);
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        break;
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    case 6:
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        cutscene_dialogue();
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        with (msg)
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        {
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            sndfnt = 111;
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            message[0] = "* BRuTE FoRCE_WON'T S0LVE#  ANyTHING.";
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            message[1] = "* TRY ALL yOU LIKE BUT tHE#  STEAMWORKS... .";
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            message[2] = "* ALL oF US.";
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            message[3] = "* WE ARe SURVIV0RS.";
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        }
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        break;
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    case 7:
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        cutscene_wait(1);
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        break;
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    case 8:
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        cutscene_npc_walk(1168, 304, 140, 2, "y", "up");
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        break;
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    case 9:
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        cutscene_wait(0.5);
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        break;
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    case 10:
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        obj_player_npc.npc_direction = "down";
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        instance_create(304, 168, obj_flowey_npc);
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        obj_flowey_npc.action_sprite = true;
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        obj_flowey_npc.sprite_index = spr_floweyrise_up;
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        obj_flowey_npc.image_speed = 1;
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        obj_flowey_npc.npc_direction = "up";
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        cutscene_advance();
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        break;
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    case 11:
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        if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1))
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        {
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            obj_flowey_npc.image_speed = 0;
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            obj_flowey_npc.action_sprite = false;
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            cutscene_advance();
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        }
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        break;
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    case 12:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 3194;
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            message[0] = "* He's gone.";
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            prt[0] = 353;
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        }
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        break;
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    case 13:
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        cutscene_wait(1);
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        break;
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    case 14:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 3194;
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            message[0] = "* So what's the plan now?";
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            message[1] = "* This door's beyond my#  abilities so don't look#  at me.";
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            prt[0] = 353;
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            prt[1] = 3692;
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        }
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        break;
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    case 15:
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        cutscene_wait(0.2);
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        break;
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    case 16:
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        cutscene_npc_direction(1168, "right");
111
        break;
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    case 17:
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        cutscene_wait(0.2);
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        break;
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    case 18:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 3194;
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            message[0] = "* Already checked it.";
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            message[1] = "* The factory wing,#  right?";
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            message[2] = "* Yeah. Place has more#  locks than a hair salon.";
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            prt[0] = 353;
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            prt[1] = 348;
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            prt[2] = 347;
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            if (global.route != 3)
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            {
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                message[3] = "* Okay let's see...";
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                prt[3] = 348;
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                if (message_current == 0)
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                    obj_player_npc.npc_direction = "down";
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            }
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        }
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        break;
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    case 19:
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        if (global.route == 3)
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            cutscene_npc_direction(1168, "down");
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        else
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            cutscene_advance(22);
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        break;
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    case 20:
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        cutscene_wait(0.5);
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        break;
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    case 21:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 3194;
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            message[0] = "* It's called \"humor.\"#  Don't suppose you've#  heard of it.";
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            message[1] = "* (Geez, and I thought I#  was soulless.)";
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            message[2] = "* Sigh...";
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            message[3] = "* Okay let's see...";
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            prt[0] = 3640;
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            prt[1] = 3692;
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            prt[2] = 353;
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            prt[3] = 352;
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        }
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        break;
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    case 22:
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        cutscene_npc_direction(3194, "left");
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        break;
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    case 23:
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        cutscene_wait(0.5);
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        break;
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    case 24:
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        cutscene_npc_direction(3194, "right");
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        break;
168
    case 25:
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        cutscene_wait(0.5);
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        break;
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    case 26:
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        cutscene_npc_direction(3194, "up");
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        break;
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    case 27:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 3194;
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            message[0] = "* Well, there's certainly#  a lot of junk lying#  around.";
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            message[1] = "* I know you're on a#  strict \"shoot don't#  think\" regiment but...";
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            message[2] = "* For once, you're gonna#  have to get creative.";
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            message[3] = "* Shocking. Distressing,#  even. I know.";
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            message[4] = "* But I've seen you work#  your brain before so... ";
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            message[5] = "* Give it a shot.";
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            prt[0] = 347;
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            prt[1] = 348;
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            prt[2] = 357;
188
            prt[3] = 347;
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            prt[4] = 348;
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            prt[5] = 349;
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            if (message_current == 5)
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            {
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                if (global.route == 3)
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                {
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                    skippable = false;
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                    message_timer = 45;
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                }
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            }
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            if (global.route != 3)
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            {
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                message[5] = "* Get to it!";
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                prt[5] = 348;
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            }
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        }
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        break;
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    case 28:
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        if (global.route == 3)
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            cutscene_npc_walk_relative(1168, 0, 10, 1, "y", "down");
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        else
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            cutscene_advance(30);
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        break;
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    case 29:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 3194;
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            message[0] = "* Gotta go!";
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            prt[0] = 347;
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        }
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        break;
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    case 30:
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        if (cutscene_npc_action_sprite_reverse(3194, 242, 0.25, true, 0))
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        {
224
            scr_radio_restart
scr_radio_restart

function scr_radio_restart() { with (obj_radio) event_user(0); }
();
225
            global.sworks_flag[25] = 1;
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            instance_destroy(obj_flowey_npc);
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            cutscene_end();
228
        }
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        break;
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}