Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_cutscene_steamworks_19_capture_backtrack_Step_0

(view raw script w/o annotations or w/e)
1
switch (scene)
2
{
3
    case 0:
4
        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; }
();
5
        cutscene_advance();
6
        break;
7
    case 1:
8
        cutscene_npc_walk_relative(1166, 40, 0, 0.5, "x", "left");
9
        break;
10
    case 2:
11
        cutscene_dialogue();
12
        with (msg)
13
        {
14
            talker[0] = 1166;
15
            message[0] = "* OH, HEY.";
16
            prt[0] = 473;
17
        }
18
        break;
19
    case 3:
20
        cutscene_npc_walk_relative(1166, 10, 0, 0.5, "x", "left");
21
        break;
22
    case 4:
23
        cutscene_dialogue();
24
        with (msg)
25
        {
26
            talker[0] = 1166;
27
            message[0] = "* WAIT.";
28
            prt[0] = 473;
29
        }
30
        break;
31
    case 5:
32
        cutscene_npc_direction(1166, "left");
33
        break;
34
    case 6:
35
        cutscene_wait(1);
36
        break;
37
    case 7:
38
        cutscene_dialogue();
39
        with (msg)
40
        {
41
            talker[0] = 1166;
42
            message[0] = "* WAIT, HOW.";
43
            message[1] = "* GO BACK TO YOUR ROOM.";
44
            prt[0] = 473;
45
            prt[1] = 473;
46
        }
47
        break;
48
    case 8:
49
        cutscene_npc_walk(1166, obj_pl.x + 20, obj_axis_npc.y, 3, "x", "left");
50
        break;
51
    case 9:
52
        cutscene_change_room(172, 160, 290, 0.05);
53
        break;
54
}