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gml_Object_obj_factory_02_hint_check_Step_0

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1
if (global.sworks_flag[36] >= 1)
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    instance_destroy();
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if (global.sworks_flag[42] >= 1)
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{
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    instance_destroy();
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    exit;
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}
8
switch (scene)
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{
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    case -1:
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        if (place_meeting(x, y, obj_pl))
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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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            cutscene_advance();
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        }
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        break;
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    case 0:
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        cutscene_instance_create(obj_pl.x, obj_pl.y, 1168);
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        break;
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    case 1:
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        cutscene_follower_into_actor();
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        break;
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    case 2:
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        cutscene_npc_walk(1168, 660, 660, 3, "x", "up");
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        scene++;
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        break;
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    case 3:
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        cutscene_npc_walk(1161, 630, 660, 3, "x", "up");
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        scene++;
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        break;
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    case 4:
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        if (obj_player_npc.npc_arrived && obj_ceroba_npc.npc_arrived)
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            scene++;
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        break;
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    case 5:
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        cutscene_wait(0.75);
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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 = 108;
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            message[0] = "* Really? Another door?";
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            message[1] = "* ...";
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            message[2] = "* Let's look around. Has#  to be a switch or a#  panel somewhere.";
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            prt[0] = 368;
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            prt[1] = 394;
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            prt[2] = 370;
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            if (message_current == 2)
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                obj_ceroba_npc.npc_direction = "right";
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        }
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        break;
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    case 7:
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        cutscene_npc_walk(1161, obj_pl.x, obj_pl.y + 20, 3, "y", "up");
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        break;
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    case 8:
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        obj_pl.direction = 90;
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        cutscene_actor_into_follower();
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        break;
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    case 9:
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        cutscene_end();
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        break;
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}