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gml_Object_obj_cutscene_starlo_post_fight_neutral_alive_Step_0

(view raw script w/o annotations or w/e)
1
var actor_starlo;
2
if (instance_exists(obj_starlo_npc))
3
    actor_starlo = 1169;
4
var actor_ceroba;
5
if (instance_exists(obj_ceroba_npc))
6
    actor_ceroba = 1161;
7
switch (scene)
8
{
9
    case 17:
10
        cutscene_wait(1);
11
        break;
12
    case 18:
13
        cutscene_dialogue();
14
        with (msg)
15
        {
16
            talker[0] = actor_ceroba;
17
            message[0] = "* Who have you become?";
18
            message[1] = "* Because this sure as#  hell isn't the Starlo#  I grew up with!";
19
            prt[0] = 370;
20
            prt[1] = 394;
21
            position = 0;
22
        }
23
        break;
24
    case 19:
25
        cutscene_npc_direction(actor_clover, "down");
26
        break;
27
    case 20:
28
        cutscene_npc_walk(actor_ceroba, actor_starlo.x, actor_clover.y + 20, 1, "x", "up");
29
        break;
30
    case 21:
31
        cutscene_npc_walk_relative(actor_clover, -35, 0, 3, "x", "right");
32
        break;
33
    case 22:
34
        if (cutscene_npc_walk(actor_ceroba, actor_ceroba.x, actor_clover.y, 1, "y", "up"))
35
            cutscene_advance(22.5);
36
        break;
37
    case 22.5:
38
        if (cutscene_camera_move(actor_starlo.x, actor_starlo.y + ((actor_ceroba.y - actor_starlo.y) / 2), 2))
39
            cutscene_advance(23);
40
        break;
41
    case 23:
42
        cutscene_dialogue();
43
        with (msg)
44
        {
45
            position = 0;
46
            talker[0] = actor_starlo;
47
            message[0] = "* Ceroba...";
48
            message[1] = "* Now's not a good time#  for this.";
49
            message[2] = "* Don't kick me while#  I'm down, please.";
50
            prt[0] = 421;
51
            prt[1] = 416;
52
            prt[2] = 416;
53
            if (message_current == 1)
54
                actor_starlo.npc_direction = "up";
55
        }
56
        actor_clover.npc_direction = "up";
57
        break;
58
    case 24:
59
        cutscene_wait(0.5);
60
        break;
61
    case 25:
62
        cutscene_dialogue();
63
        with (msg)
64
        {
65
            position = 0;
66
            talker[0] = actor_ceroba;
67
            message[0] = "* I'm... I'm sorry, Star.";
68
            message[1] = "* I know this is#  weighing heavily on you#  but listen...";
69
            message[2] = "* None of us hate you.#  The REAL you.";
70
            message[3] = "* We adore you!";
71
            message[4] = "* What we hate is this#  false, reckless persona#  you've created.";
72
            prt[0] = 394;
73
            prt[1] = 370;
74
            prt[2] = 370;
75
            prt[3] = 372;
76
            prt[4] = 394;
77
            talker[5] = actor_starlo;
78
            message[5] = "* ...";
79
            prt[5] = 406;
80
            talker[6] = actor_ceroba;
81
            message[6] = "* I have my own baggage.#  We all do.";
82
            message[7] = "* I don't even know if I#  have room to say this#  but...";
83
            message[8] = "* Bring him back.";
84
            message[9] = "* Bring back the#  innocent farmer I once#  knew.";
85
            prt[6] = 377;
86
            prt[7] = 371;
87
            prt[8] = 370;
88
            prt[9] = 372;
89
            talker[10] = actor_starlo;
90
            message[10] = "* I just... wanted to be#  appreciated. Revered by#  all.";
91
            message[11] = "* I was trying to provide#  a slice of the Surface#  where we have none.";
92
            prt[10] = 406;
93
            prt[11] = 406;
94
            talker[12] = actor_ceroba;
95
            message[12] = "* There's nothing wrong#  with that.";
96
            message[13] = "* I'm not even telling#  you to quit running the#  town.";
97
            message[14] = "* Just don't let this#  identity consume you.#  It isn't healthy.";
98
            prt[12] = 370;
99
            prt[13] = 370;
100
            prt[14] = 394;
101
        }
102
        break;
103
    case 26:
104
        cutscene_wait(0.5);
105
        break;
106
    case 27:
107
        cutscene_dialogue();
108
        with (msg)
109
        {
110
            position = 0;
111
            talker[0] = actor_starlo;
112
            message[0] = "* ...";
113
            prt[0] = 416;
114
        }
115
        break;
116
    case 28:
117
        cutscene_wait(0.45);
118
        break;
119
    case 29:
120
        cutscene_npc_direction(actor_starlo, "right");
121
        break;
122
    case 30:
123
        cutscene_wait(0.45);
124
        break;
125
    case 31:
126
        cutscene_npc_direction(actor_starlo, "down");
127
        break;
128
    case 32:
129
        cutscene_music_start(192, 500);
130
        break;
131
    case 33:
132
        cutscene_dialogue();
133
        with (msg)
134
        {
135
            position = 0;
136
            talker[0] = actor_starlo;
137
            message[0] = "* ...Very well.";
138
            message[1] = "* Clover, I'm terribly#  sorry for attacking#  you.";
139
            message[2] = "* I do value your#  friendship and the time#  we've spent together.";
140
            message[3] = "* You have every right#  to make fun but...";
141
            prt[0] = 406;
142
            prt[1] = 406;
143
            prt[2] = 418;
144
            prt[3] = 416;
145
        }
146
        break;
147
    case 34:
148
        cutscene_npc_action_sprite(actor_starlo, 1276, 0.25, true, 0);
149
        break;
150
    case 35:
151
        cutscene_npc_set_sprites(actor_starlo, 207, 205, 196, 201, 206, 204, 1277, 200);
152
        break;
153
    case 36:
154
        cutscene_npc_reset_sprite(actor_starlo, "down");
155
        break;
156
    case 37:
157
        cutscene_wait(0.25);
158
        break;
159
    case 38:
160
        cutscene_dialogue();
161
        with (msg)
162
        {
163
            position = 0;
164
            talker[0] = actor_starlo;
165
            message[0] = "* This is who I really#  am.";
166
            message[1] = "* I'm not a real#  sheriff... just some#  nobody farmer.";
167
            prt[0] = 432;
168
            prt[1] = 432;
169
            talker[2] = actor_ceroba;
170
            message[2] = "* Don't say that, Star.";
171
            message[3] = "* You may not be a real#  sheriff but...";
172
            message[4] = "* You're certainly the#  best sheriff I'VE ever#  known!";
173
            prt[2] = 370;
174
            prt[3] = 377;
175
            prt[4] = 395;
176
        }
177
        break;
178
    case 39:
179
        cutscene_wait(0.25);
180
        break;
181
    case 40:
182
        cutscene_dialogue();
183
        with (msg)
184
        {
185
            position = 0;
186
            talker[0] = actor_starlo;
187
            message[0] = "* Yeah...";
188
            message[1] = "* I suppose I am KINDA#  cool.";
189
            prt[0] = 429;
190
            prt[1] = 433;
191
            talker[2] = actor_ceroba;
192
            message[2] = "* Darn right!";
193
            prt[2] = 398;
194
            talker[3] = actor_starlo;
195
            message[3] = "* But...";
196
            prt[3] = 431;
197
        }
198
        break;
199
    case 41:
200
        cutscene_npc_action_sprite(actor_starlo, actor_starlo.up_sprite, 0.2, true, 0.2, 281, 0);
201
        break;
202
    case 42:
203
        cutscene_wait(0.25);
204
        break;
205
    case 43:
206
        cutscene_npc_set_sprites(actor_starlo, 207, 237, 240, 236, 206, 235, 230, 232);
207
        break;
208
    case 44:
209
        cutscene_npc_reset_sprite(actor_starlo, "down");
210
    case 45:
211
        cutscene_dialogue();
212
        with (msg)
213
        {
214
            talker[0] = actor_ceroba;
215
            talker[1] = actor_starlo;
216
            talker[3] = actor_ceroba;
217
            talker[4] = actor_starlo;
218
            talker[5] = actor_ceroba;
219
            talker[11] = actor_starlo;
220
            talker[12] = actor_ceroba;
221
            talker[16] = actor_starlo;
222
            talker[17] = actor_ceroba;
223
            message[0] = "* Save it. We have a#  posse to reunite!";
224
            message[1] = "* Oh yeah! Ed and the#  others deserve an#  apology.";
225
            message[2] = "* I feel really bad for#  hurting them...";
226
            message[3] = "* I'm sure they'll#  forgive you.";
227
            message[4] = "* I hope so...";
228
            message[5] = "* ...";
229
            message[6] = "* Clover, I... wish you#  luck on your journey.";
230
            message[7] = "* I can tell you've#  fought your fair share#  of battles.";
231
            message[8] = "* Your skill is almost...#  intimidating.";
232
            message[9] = "* I had a plan for us to#  travel together but you#  don't need me.";
233
            message[10] = "* After all, I have a#  sheriff on my side.";
234
            message[11] = "* Heh, that's right,#  missy!";
235
            message[12] = "* Don't push your luck,#  Star.";
236
            message[13] = "* Anyway, just head north#  and you'll find a#  shortcut to Hotland.";
237
            message[14] = "* I...";
238
            message[15] = "* ...Nevermind.";
239
            message[16] = "* ...You okay?";
240
            message[17] = "* Me? I'm fine.";
241
            message[18] = "* ...";
242
            message[19] = "* I uh... had something#  in Oasis Valley to#  attend. I gotta go.";
243
            message[20] = "* Goodbye, Clover.";
244
            prt[0] = 395;
245
            prt[1] = 428;
246
            prt[2] = 406;
247
            prt[3] = 372;
248
            prt[4] = 406;
249
            prt[5] = 370;
250
            prt[6] = 370;
251
            prt[7] = 372;
252
            prt[8] = 395;
253
            prt[9] = 370;
254
            prt[10] = 372;
255
            prt[11] = 424;
256
            prt[12] = 377;
257
            prt[13] = 370;
258
            prt[14] = 394;
259
            prt[15] = 370;
260
            prt[16] = 421;
261
            prt[17] = 393;
262
            prt[18] = 394;
263
            prt[19] = 370;
264
            prt[20] = 372;
265
            switch (message_current)
266
            {
267
                case 0:
268
                    position = 0;
269
                    break;
270
                case 4:
271
                    actor_starlo.npc_direction = "right";
272
                    break;
273
                case 5:
274
                    actor_starlo.npc_direction = "down";
275
                    break;
276
                case 6:
277
                    actor_ceroba.npc_direction = "left";
278
                    other.actor_clover.npc_direction = "right";
279
                    position = 1;
280
                    break;
281
                case 10:
282
                    actor_ceroba.npc_direction = "up";
283
                    break;
284
                case 11:
285
                    position = 0;
286
                    break;
287
                case 13:
288
                    actor_ceroba.npc_direction = "left";
289
                    break;
290
                case 17:
291
                    actor_ceroba.npc_direction = "up";
292
                    break;
293
                case 20:
294
                    actor_ceroba.npc_direction = "left";
295
                    break;
296
            }
297
        }
298
        break;
299
    case 46:
300
        cutscene_wait(0.25);
301
        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; }
(192, 500);
302
        break;
303
    case 47:
304
        cutscene_npc_walk(actor_ceroba, actor_ceroba.x, __view_get(e__VW.WView, 0) + 50, 3, "y", "down");
305
        if (actor_ceroba.y > (actor_clover.y + 20))
306
            actor_clover.npc_direction = "down";
307
        break;
308
    case 48:
309
        cutscene_wait(0.5);
310
        no_loop_badge = false;
311
        break;
312
    case 49:
313
        cutscene_dialogue();
314
        actor_clover.npc_direction = "up";
315
        with (msg)
316
        {
317
            position = 0;
318
            talker[0] = actor_starlo;
319
            message[0] = "* That was strange... but#  it's not your problem. ";
320
            message[1] = "* You need to get a move#  on.\t";
321
            message[2] = "* Oh! I almost forgot#  something very#  important!\t";
322
            message[3] = "* Here!";
323
            prt[0] = 421;
324
            prt[1] = 417;
325
            prt[2] = 426;
326
            prt[3] = 417;
327
        }
328
        actor_starlo.npc_direction = "down";
329
        break;
330
    case 50:
331
        cutscene_npc_set_sprites(actor_starlo, 207, 205, 196, 201, 206, 204, 194, 200);
332
        break;
333
        cutscene_npc_walk(actor_starlo, actor_starlo.x, actor_clover.y - 30, 2, "y", "down");
334
        cutscene_advance(51);
335
        break;
336
    case 51:
337
        cutscene_npc_walk(actor_clover, actor_starlo.x, actor_clover.y, 2, "x", "up");
338
        break;
339
    case 52:
340
        cutscene_wait(0.25);
341
        break;
342
    case 53:
343
        cutscene_dialogue();
344
        with (msg)
345
        {
346
            talker[0] = -4;
347
            talker[1] = 1169;
348
            sndfnt_array[0] = 391;
349
            sndfnt_array[1] = 107;
350
            message[0] = "* (You got the Deputy#  Badge!)";
351
            message[1] = "* Despite a few hiccups,#  our little adventure was#  a blast.";
352
            message[2] = "* I'll be seein' ya#  around, partner!";
353
            prt[1] = 417;
354
            prt[2] = 422;
355
            if (message_current == 0 && other.no_loop_badge == false)
356
            {
357
                audio_play_sound(snd_success, 1, 0);
358
                other.no_loop_badge = true;
359
            }
360
        }
361
        break;
362
    case 54:
363
        cutscene_npc_action_sprite(actor_starlo, 202, 1/3, true, 0, 232, 5);
364
        break;
365
    case 55:
366
        cutscene_wait(1);
367
        break;
368
    case 56:
369
        cutscene_npc_action_sprite(actor_clover, 1106, 1/3, true, 0, 275, 6);
370
        break;
371
    case 57:
372
        cutscene_wait(1);
373
        break;
374
    case 58:
375
        cutscene_dialogue();
376
        with (msg)
377
        {
378
            talker[0] = actor_starlo;
379
            message[0] = "* I'm so proud!";
380
            prt[0] = 413;
381
            position = 0;
382
        }
383
        break;
384
    case 59:
385
        cutscene_wait(1);
386
        actor_clover.action_sprite = false;
387
        break;
388
    case 60:
389
        cutscene_npc_walk(1168, actor_starlo.x - 30, actor_clover.y, 3, "x", "right");
390
        break;
391
    case 61:
392
        cutscene_wait(0.25);
393
        break;
394
    case 62:
395
        cutscene_npc_walk(actor_starlo, actor_starlo.x, __view_get(e__VW.WView, 0) + 50, 3, "y", "down");
396
        if (actor_starlo.y > (actor_clover.y + 20))
397
            actor_clover.npc_direction = "down";
398
        break;
399
    case 63:
400
        cutscene_npc_walk(actor_clover, actor_starlo.x, actor_clover.y, 2, "x", "down");
401
        break;
402
    case 64:
403
        cutscene_wait(0.5);
404
        break;
405
    case 65:
406
        cutscene_dialogue();
407
        with (msg)
408
        {
409
            sndfnt = 102;
410
            message[0] = "* Clover! Clover!";
411
            prt[0] = 318;
412
        }
413
        break;
414
    case 66:
415
        cutscene_instance_create(actor_clover.x, actor_clover.y + 220, 1164);
416
        break;
417
    case 67:
418
        cutscene_npc_walk(1164, 160, 220, 3, "x", "up");
419
        break;
420
    case 68:
421
        cutscene_dialogue();
422
        with (msg)
423
        {
424
            sndfnt = 102;
425
            message[0] = "* I just passed Ceroba#  and that North Star#  fella.";
426
            message[1] = "* Did you all patch#  everything up?";
427
            message[2] = "* -Oh yeah, hi!";
428
            message[3] = "* So I have good news and#  bad news.";
429
            message[4] = "* I'll start with the#  good:";
430
            message[5] = "* Ceroba was kind enough#  to free me!";
431
            message[6] = "* She's an old#  acquaintance of mine so#  it was a nice surprise.";
432
            message[7] = "* She knows I won't tell#  ASGORE about this, so no#  worries!";
433
            message[8] = "* Now that that's taken#  care of... the bad news.";
434
            message[9] = "* I'm about to go back on#  my word, sadly.";
435
            message[10] = "* I know I JUST said I#  wouldn't leave your side#  but then... ya know... \t";
436
            message[11] = "* ...This crazy detour#  happened.";
437
            message[12] = "* I also realize I threw#  my job to the wind to#  travel with you but...";
438
            message[13] = "* Since the imprisonment#  took up so much time, I#  have to go back.";
439
            message[14] = "* If I don't at LEAST#  clock in,";
440
            message[15] = "* the Royal Guard#  will grow suspicious!";
441
            message[16] = "* Plus, Ava is totalled.#  It was their property.";
442
            message[17] = "* I'll only be gone for a#  moment to fix my#  mistakes!";
443
            message[18] = "* Trust me, this will#  help you in the long#  run!";
444
            message[19] = "* And I know you're tough#  enough to handle#  yourself.\t";
445
            message[20] = "* I'll send ya a message#  where to meet back up,#  alright?";
446
            message[21] = "* Again, I'm so-so-SO#  sorry about this but#  I'll cya later!";
447
            prt[0] = 324;
448
            prt[1] = 328;
449
            prt[2] = 333;
450
            prt[3] = 323;
451
            prt[4] = 328;
452
            prt[5] = 312;
453
            prt[6] = 328;
454
            prt[7] = 337;
455
            prt[8] = 329;
456
            prt[9] = 322;
457
            prt[10] = 317;
458
            prt[11] = 333;
459
            prt[12] = 317;
460
            prt[13] = 317;
461
            prt[14] = 321;
462
            prt[15] = 321;
463
            prt[16] = 332;
464
            prt[17] = 321;
465
            prt[18] = 328;
466
            prt[19] = 312;
467
            prt[20] = 337;
468
            prt[21] = 320;
469
        }
470
        break;
471
    case 69:
472
        cutscene_npc_walk(1164, obj_martlet_npc.x, __view_get(e__VW.YView, 0) + __view_get(e__VW.WView, 0) + 50, 4, "x", "down");
473
        break;
474
    case 70:
475
        cutscene_camera_move(obj_pl.x, obj_pl.y, 1);
476
        break;
477
    case 71:
478
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
479
        camera_set_view_target(view_camera[0], 1031);
480
        global.dunes_flag[39] = 1;
481
        ds_list_clear(global.encounter_list);
482
        scene = -1;
483
        instance_destroy(actor_clover);
484
        instance_destroy(actor_starlo);
485
        instance_destroy(obj_martlet_npc);
486
        instance_destroy(actor_ceroba);
487
        break;
488
}
489
490
enum e__VW
491
{
492
    XView,
493
    YView,
494
    WView,
495
    HView,
496
    Angle,
497
    HBorder,
498
    VBorder,
499
    HSpeed,
500
    VSpeed,
501
    Object,
502
    Visible,
503
    XPort,
504
    YPort,
505
    WPort,
506
    HPort,
507
    Camera,
508
    SurfaceID
509
}