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gml_Object_obj_cutscene_starlo_post_fight_neutral_Step_0

(view raw script w/o annotations or w/e)
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var actor_ceroba;
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if (instance_exists(obj_ceroba_npc))
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    actor_ceroba = 1161;
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var actor_clover;
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if (instance_exists(obj_player_npc))
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    actor_clover = 1168;
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switch (scene)
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{
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    case 17:
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        cutscene_wait(1);
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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] = actor_ceroba;
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            message[0] = "* Hey! Clover!";
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            prt[0] = 370;
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        }
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        break;
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    case 19:
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        cutscene_npc_direction(actor_clover, "down");
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        break;
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    case 20:
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        cutscene_npc_walk(actor_ceroba, actor_clover.x, actor_clover.y + 40, 3, "x", "up");
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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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            position = 1;
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            ch_msg = 0;
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            ch[1] = "No";
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            ch[2] = "I'm sorry";
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            talker[0] = actor_ceroba;
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            message[0] = "* Have you seen Starlo?";
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            prt[0] = 370;
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            if (outcome == 1)
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            {
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                message[1] = "* Didn't think so...";
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                prt[1] = 394;
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            }
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            if (outcome == 2)
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            {
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                message[1] = "* It wasn't your fault#  this happened. Don't#  apologize.";
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                message[2] = "* I gotta find out where#  he went.";
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                prt[1] = 377;
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                prt[2] = 394;
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            }
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            if (outcome != 0)
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            {
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                var message_last = array_length(message) - 1;
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                message[message_last + 1] = "* I haven't seen him#  anywhere since the#  breakup.";
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                message[message_last + 2] = "* That's the most upset#  he's been in quite some#  time. I'm worried.";
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                message[message_last + 3] = "* ...";
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                message[message_last + 4] = "* I'll speak to his#  family up ahead, maybe#  they know something.";
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                message[message_last + 5] = "* See you later.";
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                prt[message_last + 1] = 370;
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                prt[message_last + 2] = 394;
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                prt[message_last + 3] = 394;
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                prt[message_last + 4] = 370;
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                prt[message_last + 5] = 370;
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            }
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        }
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        break;
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    case 22:
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        cutscene_npc_walk_relative(actor_clover, -40, 0, 3, "x", "right");
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    case 23:
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        cutscene_npc_walk(actor_ceroba, actor_ceroba.x, -40, 3, "y", "up");
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        if (actor_ceroba.y < (actor_clover.y - 20))
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            actor_clover.npc_direction = "up";
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        break;
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    case 24:
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        cutscene_npc_walk_relative(actor_clover, 40, 0, 3, "x", "up");
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    case 25:
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        cutscene_wait(1);
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        break;
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    case 26:
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        cutscene_dialogue();
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        with (msg)
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        {
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            sndfnt = 102;
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            message[0] = "* Clover! Clover!";
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            prt[0] = 318;
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        }
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        actor_clover.npc_direction = "down";
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        break;
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    case 27:
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        cutscene_instance_create(obj_pl.x, __view_get(e__VW.YView, 0) + __view_get(e__VW.WView, 0) + 50, 1164);
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        break;
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    case 28:
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        cutscene_npc_walk(1164, 160, 220, 3, "x", "up");
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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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            sndfnt = 102;
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            message[0] = "* Was that Ceroba?";
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            message[1] = "* I wonder where she's#  off to in such a hurry?";
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            message[2] = "* -Oh yeah, hi!";
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            message[3] = "* So I have good news and#  bad news.";
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            message[4] = "* I'll start with the#  good:";
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            message[5] = "* Ceroba, an old#  acquaintance of mine,#  freed me!";
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            message[6] = "* I can see that you two#  have already met.";
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            message[7] = "* She knows I won't tell#  ASGORE about this, so no#  worries!";
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            message[8] = "* Now that that's taken#  care of... the bad news.";
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            message[9] = "* I'm about to go back on#  my word, sadly.";
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            message[10] = "* I know I JUST said I#  wouldn't leave your side#  but then... ya know... \t";
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            message[11] = "* ...This crazy detour#  happened.";
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            message[12] = "* I also realize I threw#  my job to the wind to#  travel with you but...";
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            message[13] = "* Since the imprisonment#  took up so much time, I#  have to go back.";
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            message[14] = "* If I don't at LEAST#  clock in,";
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            message[15] = "* the Royal Guard#  will grow suspicious!";
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            message[16] = "* Plus, Ava is totalled.#  It was their property.";
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            message[17] = "* I'll only be gone for a#  moment to fix my#  mistakes!";
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            message[18] = "* Trust me, this will#  help you in the long#  run!";
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            message[19] = "* And I know you're tough#  enough to handle#  yourself.\t";
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            message[20] = "* I'll send ya a message#  where to meet back up,#  alright?";
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            message[21] = "* Again, I'm#  so-so-so-SO sorry about#  this but I'll cya later!";
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            prt[0] = 311;
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            prt[1] = 324;
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            prt[2] = 333;
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            prt[3] = 320;
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            prt[4] = 321;
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            prt[5] = 318;
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            prt[6] = 318;
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            prt[7] = 328;
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            prt[8] = 317;
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            prt[9] = 320;
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            prt[10] = 333;
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            prt[11] = 321;
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            prt[12] = 329;
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            prt[13] = 321;
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            prt[14] = 321;
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            prt[15] = 321;
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            prt[16] = 323;
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            prt[17] = 321;
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            prt[18] = 328;
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            prt[19] = 328;
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            prt[20] = 312;
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            prt[21] = 323;
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            position = 1;
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        }
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        break;
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    case 30:
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        cutscene_npc_walk(1164, obj_martlet_npc.x, __view_get(e__VW.YView, 0) + __view_get(e__VW.WView, 0) + 50, 4, "x", "down");
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        break;
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    case 31:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 1);
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        break;
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    case 32:
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        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
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        camera_set_view_target(view_camera[0], 1031);
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        global.dunes_flag[39] = 1;
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        ds_list_clear(global.encounter_list);
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        scene = -1;
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        instance_destroy(actor_clover);
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        instance_destroy(obj_martlet_npc);
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        instance_destroy(actor_ceroba);
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        instance_destroy();
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        break;
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}
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enum e__VW
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{
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    XView,
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    YView,
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    WView,
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    HView,
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    Angle,
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    HBorder,
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    VBorder,
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    HSpeed,
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    VSpeed,
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    Object,
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    Visible,
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    XPort,
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    YPort,
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    WPort,
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    HPort,
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    Camera,
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    SurfaceID
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}