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gml_Object_obj_cutscene_starlo_pre_fight_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 0:
10
        if (obj_pl.y < (actor_starlo.y + 160))
11
        {
12
            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; }
();
13
            actor_clover = instance_create(obj_pl.x, obj_pl.y, obj_player_npc);
14
            with (other)
15
                cutscene_advance();
16
        }
17
        break;
18
    case 1:
19
        cutscene_npc_walk(actor_clover, actor_starlo.x, actor_starlo.y + 80, 1, "x", "up");
20
        break;
21
    case 2:
22
        cutscene_wait(1);
23
        break;
24
    case 3:
25
        cutscene_camera_move(actor_starlo.x, actor_starlo.y, 1);
26
        break;
27
    case 4:
28
        cutscene_wait(1);
29
        break;
30
    case 5:
31
        cutscene_dialogue();
32
        with (msg)
33
        {
34
            color = true;
35
            col_modif[0] = make_color_rgb(203, 67, 112);
36
            position = 0;
37
            talker[0] = actor_starlo;
38
            message[0] = "* Why did this happen?";
39
            message[1] = "* I did everything in my#  power to entertain...";
40
            message[2] = "* ...So monsters wouldn't#  have to worry about#  being stuck down here.";
41
            message[3] = "* At every turn I tried to#  cheer Ceroba up...";
42
            message[4] = "* I just wanted Kanako off#  of her mind.";
43
            message_col[4][0] = "                Kanako                   ";
44
            message[5] = "* I'm trying my best to#  honor her memory.";
45
            message[6] = "* Aren't distractions#  what's best for all#  of that?";
46
            message[7] = "* ?";
47
            prt[0] = 416;
48
            prt[1] = 416;
49
            prt[2] = 416;
50
            prt[3] = 416;
51
            prt[4] = 416;
52
            prt[5] = 416;
53
            prt[6] = 416;
54
            prt[7] = 418;
55
        }
56
        break;
57
    case 6:
58
        cutscene_wait(1.5);
59
        break;
60
    case 7:
61
        if (cutscene_npc_reset_sprite(actor_starlo, "left"))
62
            scene = 7.2;
63
        break;
64
    case 7.2:
65
        if (cutscene_wait(0.3))
66
            scene = 7.4;
67
        break;
68
    case 7.4:
69
        cutscene_npc_direction(actor_starlo, "down");
70
        scene = 7.6;
71
        break;
72
    case 7.6:
73
        if (cutscene_wait(1))
74
            scene = 8;
75
        break;
76
    case 8:
77
        cutscene_dialogue();
78
        with (msg)
79
        {
80
            position = 0;
81
            talker[0] = actor_starlo;
82
            message[0] = "* You...";
83
            message[1] = "* Why'd you follow me?";
84
            message[2] = "* Are you still my friend?";
85
            message[3] = "* ...";
86
            message[4] = "* Hold on...";
87
            message[5] = "* This all happened after#  you showed up!";
88
            message[6] = "* Ed specifically#  mentioned YOU as the#  problem!";
89
            message[7] = "* That's right! I was just#  bein' a good friend.";
90
            message[8] = "* I made you who you are#  yet this is what I get?";
91
            message[9] = "* ...";
92
            message[10] = "* Let's face facts. I#  couldn't keep you here#  forever, kid.";
93
            message[11] = "* Word would've gotten out#  that Feathers hadn't#  clocked in, eventually.";
94
            message[12] = "* Feathers...#  Wait a minute...";
95
            message[13] = "* Royal Guards like her#  have a ton of status.";
96
            message[14] = "* They gain that status by#  doin' the King's work.";
97
            message[15] = "* I'm sure... I'm sure#  everyone would come back#  if I did the same.";
98
            message[16] = "* I'd be revered not only#  in the Wild East but the#  entire Underground!!";
99
            message[17] = "* I'd...";
100
            prt[0] = 416;
101
            prt[1] = 416;
102
            prt[2] = 418;
103
            prt[3] = 416;
104
            prt[4] = 418;
105
            prt[5] = 421;
106
            prt[6] = 421;
107
            prt[7] = 418;
108
            prt[8] = 416;
109
            prt[9] = 416;
110
            prt[10] = 421;
111
            prt[11] = 421;
112
            prt[12] = 418;
113
            prt[13] = 418;
114
            prt[14] = 418;
115
            prt[15] = 421;
116
            prt[16] = 417;
117
            prt[17] = 418;
118
        }
119
        break;
120
    case 9:
121
        cutscene_wait(0.5);
122
        break;
123
    case 10:
124
        cutscene_npc_direction(actor_starlo, "right");
125
        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; }
(wind_sound, 1000);
126
        break;
127
    case 11:
128
        cutscene_dialogue();
129
        with (msg)
130
        {
131
            position = 0;
132
            talker[0] = actor_starlo;
133
            message[0] = "* ...";
134
            prt[0] = 416;
135
        }
136
        break;
137
    case 12:
138
        cutscene_npc_direction(actor_starlo, "down");
139
        break;
140
    case 13:
141
        cutscene_wait(1);
142
        break;
143
    case 14:
144
        cutscene_dialogue();
145
        with (msg)
146
        {
147
            position = 0;
148
            talker[0] = actor_starlo;
149
            message[0] = "* Clover, you've been an#  excellent deputy but...";
150
            message[1] = "* As a lawman, what I'm#  about to do is embedded#  in my SOUL.";
151
            message[2] = "* My true duty.";
152
            message[3] = "* Don't... Don't make this#  difficult for me.";
153
            message[4] = "* Just hold...";
154
            message[5] = "* STILL!";
155
            prt[0] = 416;
156
            prt[1] = 421;
157
            prt[2] = 421;
158
            prt[3] = 418;
159
            prt[4] = 416;
160
            prt[5] = 421;
161
        }
162
        break;
163
    case 15:
164
        cutscene_npc_action_sprite(actor_starlo, 1275, 1/3, true, 0);
165
        break;
166
    case 16:
167
        cutscene_battle_initiate("starlo", true, true);
168
        instance_destroy();
169
        break;
170
    case 17:
171
        cutscene_wait(1);
172
        break;
173
    case 18:
174
        cutscene_dialogue();
175
        with (msg)
176
        {
177
            talker[0] = actor_ceroba;
178
            message[0] = "* Who have you become?";
179
            message[1] = "* Because this sure as#  hell isn't the Starlo#  I grew up with!";
180
            prt[0] = 370;
181
            prt[1] = 394;
182
        }
183
        break;
184
    case 19:
185
        cutscene_npc_direction(actor_clover, "down");
186
        break;
187
    case 20:
188
        cutscene_npc_walk(actor_ceroba, actor_starlo.x, actor_clover.y + 20, 1, "x", "up");
189
        break;
190
    case 21:
191
        cutscene_npc_walk_relative(actor_clover, -30, 0, 3, "x", "right");
192
        break;
193
    case 22:
194
        cutscene_npc_walk(actor_ceroba, actor_ceroba.x, actor_starlo.y + 60, 1, "y", "up");
195
        break;
196
    case 23:
197
        cutscene_dialogue();
198
        with (msg)
199
        {
200
            position = 0;
201
            talker[0] = actor_starlo;
202
            message[0] = "* Ceroba...";
203
            message[1] = "* Now's not a good time#  for this.";
204
            message[2] = "* Don't kick me while#  I'm down, please.";
205
            prt[0] = 421;
206
            prt[1] = 416;
207
            prt[2] = 416;
208
            if (message_current == 1)
209
                actor_starlo.npc_direction = "up";
210
        }
211
        actor_clover.npc_direction = "up";
212
        break;
213
    case 24:
214
        cutscene_wait(0.5);
215
        break;
216
    case 25:
217
        cutscene_dialogue();
218
        with (msg)
219
        {
220
            position = 0;
221
            talker[0] = actor_ceroba;
222
            message[0] = "* I'm... I'm sorry, Star.";
223
            message[1] = "* I know this is#  weighing heavily on you#  but listen...";
224
            message[2] = "* None of us hate you.#  The REAL you.";
225
            message[3] = "* We adore you!";
226
            message[4] = "* What we hate is this#  false, reckless persona#  you've created.";
227
            prt[0] = 394;
228
            prt[1] = 370;
229
            prt[2] = 370;
230
            prt[3] = 372;
231
            prt[4] = 394;
232
            talker[5] = actor_starlo;
233
            message[5] = "* ...";
234
            prt[5] = 406;
235
            talker[6] = actor_ceroba;
236
            message[6] = "* I have my own baggage.#  We all do.";
237
            message[7] = "* I don't even know if I#  have room to say this#  but...";
238
            message[8] = "* Bring him back.";
239
            message[9] = "* Bring back the#  innocent farmer I once#  knew.";
240
            prt[6] = 377;
241
            prt[7] = 371;
242
            prt[8] = 370;
243
            prt[9] = 394;
244
            talker[10] = actor_starlo;
245
            message[10] = "* I just... wanted to be#  appreciated. Revered by#  all.";
246
            message[11] = "* I was trying to provide#  a slice of the Surface#  where we have none.";
247
            prt[10] = 406;
248
            prt[11] = 406;
249
            talker[12] = actor_ceroba;
250
            message[12] = "* There's nothing wrong#  with that.";
251
            message[13] = "* I'm not even telling#  you to quit running the#  town.";
252
            message[14] = "* Just don't let this#  identity consume you.#  It isn't healthy.";
253
            prt[12] = 370;
254
            prt[13] = 370;
255
            prt[14] = 394;
256
        }
257
        break;
258
    case 26:
259
        cutscene_wait(0.5);
260
        break;
261
    case 27:
262
        cutscene_dialogue();
263
        with (msg)
264
        {
265
            position = 0;
266
            talker[0] = actor_starlo;
267
            message[0] = "* ...";
268
            prt[0] = 416;
269
        }
270
        break;
271
    case 28:
272
        cutscene_wait(0.45);
273
        break;
274
    case 29:
275
        cutscene_npc_direction(actor_starlo, "right");
276
        break;
277
    case 30:
278
        cutscene_wait(0.45);
279
        break;
280
    case 31:
281
        cutscene_npc_direction(actor_starlo, "down");
282
        break;
283
    case 32:
284
        cutscene_music_start(192, 500);
285
        break;
286
    case 33:
287
        cutscene_dialogue();
288
        with (msg)
289
        {
290
            position = 0;
291
            talker[0] = actor_starlo;
292
            message[0] = "* ...Very well.";
293
            message[1] = "* Clover, I'm terribly#  sorry for attacking#  you.";
294
            message[2] = "* I do value your#  friendship and the time#  we've spent together.";
295
            message[3] = "* You have every right#  to make fun but...";
296
            prt[0] = 406;
297
            prt[1] = 406;
298
            prt[2] = 418;
299
            prt[3] = 416;
300
        }
301
        break;
302
    case 34:
303
        cutscene_npc_action_sprite(actor_starlo, 1276, 0.25, true, 0);
304
        break;
305
    case 35:
306
        cutscene_npc_set_sprites(actor_starlo, 207, 205, 196, 201, 206, 204, 1277, 200);
307
        break;
308
    case 36:
309
        cutscene_npc_reset_sprite(actor_starlo, "down");
310
        break;
311
    case 37:
312
        cutscene_wait(0.25);
313
        break;
314
    case 38:
315
        cutscene_dialogue();
316
        with (msg)
317
        {
318
            position = 0;
319
            talker[0] = actor_starlo;
320
            message[0] = "* This is who I really#  am.";
321
            message[1] = "* I'm not a real#  sheriff... just some#  nobody farmer.";
322
            prt[0] = 432;
323
            prt[1] = 432;
324
            talker[2] = actor_ceroba;
325
            message[2] = "* Don't say that, Star.";
326
            message[3] = "* You may not be a real#  sheriff but...";
327
            message[4] = "* You're the best#  sheriff I've ever#  known!";
328
            prt[2] = 370;
329
            prt[3] = 377;
330
            prt[4] = 395;
331
        }
332
        break;
333
    case 39:
334
        cutscene_wait(0.25);
335
        break;
336
    case 40:
337
        cutscene_dialogue();
338
        with (msg)
339
        {
340
            position = 0;
341
            talker[0] = actor_starlo;
342
            message[0] = "* Yeah...";
343
            message[1] = "* I suppose I am KINDA#  cool.";
344
            prt[0] = 429;
345
            prt[1] = 433;
346
            talker[2] = actor_ceroba;
347
            message[2] = "* Darn right!";
348
            prt[2] = 395;
349
            talker[3] = actor_starlo;
350
            message[3] = "* But...";
351
            prt[3] = 431;
352
        }
353
        break;
354
    case 41:
355
        cutscene_npc_action_sprite(actor_starlo, actor_starlo.up_sprite, 0.2, true, 0.2, 281, 0);
356
        break;
357
    case 42:
358
        cutscene_wait(0.25);
359
        break;
360
    case 43:
361
        cutscene_npc_set_sprites(actor_starlo, 207, 237, 240, 236, 206, 235, 230, 232);
362
        break;
363
    case 44:
364
        cutscene_npc_reset_sprite(actor_starlo, "down");
365
    case 45:
366
        cutscene_dialogue();
367
        with (msg)
368
        {
369
            position = 0;
370
            talker[0] = actor_starlo;
371
            message[0] = "* This whole show wasn't#  only for some personal#  power trip.";
372
            prt[0] = 421;
373
            talker[1] = actor_ceroba;
374
            message[1] = "* Hm?";
375
            prt[1] = 370;
376
            talker[2] = actor_starlo;
377
            message[2] = "* I also did it to...#  cheer you up.";
378
            message[3] = "* You might've wanted#  the old me but I also#  wanted the old you.";
379
            message[4] = "* Because of...";
380
            message[5] = "* ...Kanako...";
381
            prt[2] = 418;
382
            prt[3] = 418;
383
            prt[4] = 416;
384
            prt[5] = 406;
385
            talker[6] = actor_ceroba;
386
            message[6] = "* ...";
387
            prt[6] = 393;
388
        }
389
        break;
390
    case 46:
391
        cutscene_wait(0.25);
392
        break;
393
    case 47:
394
        cutscene_npc_direction(actor_ceroba, "down");
395
        break;
396
    case 48:
397
        cutscene_wait(0.5);
398
        break;
399
    case 49:
400
        cutscene_dialogue();
401
        with (msg)
402
        {
403
            position = 0;
404
            talker[0] = actor_ceroba;
405
            message[0] = "* I... Um... Appreciate#  that, Star.";
406
            message[1] = "* I...";
407
            message[2] = "* I believe I have#  business to take care#  of relating to her...";
408
            prt[0] = 394;
409
            prt[1] = 371;
410
            prt[2] = 370;
411
            talker[3] = actor_starlo;
412
            message[3] = "* What do you mean?";
413
            prt[3] = 421;
414
            talker[4] = actor_ceroba;
415
            message[4] = "* I must tell you#  something.";
416
            message[5] = "* I suppose Clover#  should know as well.";
417
            message[6] = "* As much fun it is to#  have duels and catch#  bandits...";
418
            message[7] = "* There's a pressing#  matter looming over#  me.";
419
            message[8] = "* ...";
420
            message[9] = "* Let's go to the old#  Steamworks gate.";
421
            message[10] = "* We'll speak there.";
422
            prt[4] = 394;
423
            prt[5] = 394;
424
            prt[6] = 370;
425
            prt[7] = 371;
426
            prt[8] = 377;
427
            prt[9] = 370;
428
            prt[10] = 370;
429
            talker[11] = actor_starlo;
430
            message[11] = "* Ceroba...";
431
            prt[11] = 406;
432
            talker[12] = actor_ceroba;
433
            message[12] = "* Come on.";
434
            prt[12] = 394;
435
            if (message_current == 2)
436
                actor_ceroba.npc_direction = "up";
437
        }
438
        break;
439
    case 50:
440
        cutscene_npc_walk(actor_ceroba, actor_ceroba.x, actor_starlo.y + 30, 3, "x", "up");
441
        break;
442
    case 51:
443
        cutscene_npc_walk_relative(actor_starlo, -40, 0, 3, "x", "right");
444
        break;
445
    case 52:
446
        cutscene_npc_walk(actor_ceroba, actor_ceroba.x, -40, 4, "x", "up");
447
        if (actor_ceroba.y < (actor_starlo.y - 60))
448
            actor_starlo.npc_direction = "up";
449
        break;
450
    case 53:
451
        cutscene_dialogue();
452
        with (msg)
453
        {
454
            position = 0;
455
            talker[0] = actor_starlo;
456
            message[0] = "* I guess you're really#  part of the team now,#  Clover.";
457
            message[1] = "* You heard her.";
458
            prt[0] = 421;
459
            prt[1] = 417;
460
        }
461
        actor_starlo.npc_direction = "down";
462
        break;
463
    case 54:
464
        cutscene_npc_walk(actor_starlo, actor_starlo.x, -60, 3, "x", "up");
465
        break;
466
    case 55:
467
        cutscene_audio_fade(cutscene_music, 0, 1200, 0.15, false, true);
468
        break;
469
    case 56:
470
        cutscene_wait(1);
471
        break;
472
    case 57:
473
        cutscene_dialogue();
474
        with (msg)
475
        {
476
            sndfnt = 102;
477
            message[0] = "* Clover! Clover!";
478
            prt[0] = 318;
479
        }
480
        break;
481
    case 58:
482
        cutscene_instance_create(obj_pl.x, __view_get(e__VW.YView, 0) + __view_get(e__VW.WView, 0) + 50, 1164);
483
        break;
484
    case 59:
485
        cutscene_npc_direction(actor_clover, "down");
486
        break;
487
    case 60:
488
        cutscene_npc_walk(1164, 160, 220, 3, "x", "up");
489
        break;
490
    case 61:
491
        cutscene_dialogue();
492
        with (msg)
493
        {
494
            sndfnt = 102;
495
            message[0] = "* So I have good news#  and bad news.";
496
            message[1] = "* I'll start with the#  good:";
497
            message[2] = "* Turns out, the wife of#  that old friend I told#  you about is here!";
498
            message[3] = "* Her name is Ceroba!";
499
            message[4] = "* You... probably met her#  already now that I#  think about it.";
500
            message[5] = "* She broke my cell lock#  with a sick magic staff#  and let me go!";
501
            message[6] = "* I also made sure she#  knew I wouldn't tell#  ASGORE about this.";
502
            message[7] = "* So now that that's#  taken care of... the bad#  news.";
503
            message[8] = "* I'm about to go back#  on my word, sadly.";
504
            message[9] = "* I know I JUST said I#  wouldn't leave your side#  but then... ya know... ";
505
            message[10] = "* ...This crazy detour#  happened.";
506
            message[11] = "* I also realize I threw#  my job to the wind to#  travel with you but...";
507
            message[12] = "* Since the imprisonment#  took up so much time, I#  have to go back.";
508
            message[13] = "* If I don't at LEAST#  clock in...";
509
            message[14] = "* ...the Royal Guard#  will grow suspicious!";
510
            message[15] = "* Plus, Ava is totalled.#  It was their property.";
511
            message[16] = "* I'll only be gone for#  a moment to fix my#  mistakes!";
512
            message[17] = "* Ceroba encouraged this#  decision, so don't#  worry.\t";
513
            message[18] = "* She told me she would#  accompany you on the#  journey to Hotland.";
514
            message[19] = "* So hey, it all works#  out!";
515
            message[20] = "* Again, I'm so-so-so-SO#  sorry about this but#  I'll cya later!";
516
            prt[0] = 321;
517
            prt[1] = 312;
518
            prt[2] = 318;
519
            prt[3] = 312;
520
            prt[4] = 320;
521
            prt[5] = 328;
522
            prt[6] = 337;
523
            prt[7] = 338;
524
            prt[8] = 317;
525
            prt[9] = 320;
526
            prt[10] = 333;
527
            prt[11] = 321;
528
            prt[12] = 329;
529
            prt[13] = 321;
530
            prt[14] = 321;
531
            prt[15] = 323;
532
            prt[16] = 321;
533
            prt[17] = 328;
534
            prt[18] = 328;
535
            prt[19] = 312;
536
            prt[20] = 323;
537
        }
538
        break;
539
    case 62:
540
        cutscene_npc_walk(1164, obj_martlet_npc.x, __view_get(e__VW.YView, 0) + __view_get(e__VW.WView, 0) + 50, 4, "x", "down");
541
        break;
542
    case 63:
543
        cutscene_camera_move(obj_pl.x, obj_pl.y, 1);
544
        break;
545
    case 64:
546
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
547
        camera_set_view_target(view_camera[0], 1031);
548
        global.dunes_flag[39] = 1;
549
        scene = -1;
550
        instance_destroy(actor_clover);
551
        instance_destroy(actor_starlo);
552
        instance_destroy(obj_martlet_npc);
553
        instance_destroy(actor_ceroba);
554
        break;
555
}
556
557
enum e__VW
558
{
559
    XView,
560
    YView,
561
    WView,
562
    HView,
563
    Angle,
564
    HBorder,
565
    VBorder,
566
    HSpeed,
567
    VSpeed,
568
    Object,
569
    Visible,
570
    XPort,
571
    YPort,
572
    WPort,
573
    HPort,
574
    Camera,
575
    SurfaceID
576
}