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gml_Object_obj_flowey_battle_final_ending_cutscene_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
switch (scene)
4
{
5
    case 0:
6
        cutscene_wait(1);
7
        break;
8
    case 1:
9
        if (cutscene_dialogue_final_flowey())
10
        {
11
            if (global.meta_flowey_fight_count != 0)
12
            {
13
                instance_create(x, y, obj_flowey_battle_screen_glitch_ending);
14
                scene = 10;
15
            }
16
        }
17
        with (msg)
18
        {
19
            position = 0;
20
            sndfnt = 96;
21
            if (global.meta_flowey_fight_count == 0)
22
            {
23
                message[0] = "* Heh, I can't believe I thought#  this run might be it.";
24
                message[1] = "* It's no wonder we make a good#  team.";
25
                message[2] = "* You're a lot like me in a way.";
26
                message[3] = "* Too stubborn to lie down and#  accept your situation.";
27
                message[4] = "* Too... determined.";
28
                message[5] = "* You're so annoying.";
29
                message[6] = "* ...";
30
                message[7] = "* I thought this would be fun,#  and I suppose it was...";
31
                message[8] = "* ...For a moment.";
32
                message[9] = "* But I'm over it now.";
33
                message[10] = "* ...";
34
                message[11] = "* I don't think either of us feel#  like fighting for all eternity#  so...";
35
                message[12] = "* I'll cut you a deal.";
36
                message[13] = "* I'm going to reset. Back to#  when you first arrived.";
37
                message[14] = "* Of course, you probably won't#  remember this.";
38
                message[15] = "* We can be \"pals\" all over#  again. Reunited.";
39
                message[16] = "* If we end up in the same spot,#  I may try this again.";
40
                message[17] = "* But...";
41
                message[18] = "* If you can remember anything#  from right now...";
42
                message[19] = "* Try to make different decisions#  next time.";
43
                message[20] = "* There's a better timeline out#  there for both of us.";
44
                message[21] = "* Not that I care about you, this#  outcome just sucks.";
45
                message[22] = "* It was all in my mind!";
46
                message[23] = "* No one could see it, it wasn't#  threatening lives...";
47
                message[24] = "* Doesn't come close to what I'm#  TRULY aiming for.";
48
                message[25] = "* When I reach that goal, you'll#  be there to witness it.";
49
                message[26] = "* A spectacle like the world's#  never seen!";
50
                message[27] = "* So... When we meet again in#  that dingy room...";
51
                message[28] = "* You're gonna help me get what I#  want.";
52
                message[29] = "* Like it or not, I decide your#  fate now.";
53
                message[30] = "* Haha! If only I could see your#  reaction to all this!";
54
                message[31] = "* Oh, who am I kidding?";
55
                message[32] = "* Your face would only look like#  it always did!";
56
                flowey[0] = 357;
57
                flowey[1] = 3251;
58
                flowey[2] = 348;
59
                flowey[3] = 349;
60
                flowey[4] = 348;
61
                flowey[5] = 349;
62
                flowey[6] = 352;
63
                flowey[7] = 353;
64
                flowey[8] = 352;
65
                flowey[9] = 352;
66
                flowey[10] = 353;
67
                flowey[11] = 353;
68
                flowey[12] = 352;
69
                flowey[13] = 348;
70
                flowey[14] = 347;
71
                flowey[15] = 348;
72
                flowey[16] = 347;
73
                flowey[17] = 348;
74
                flowey[18] = 348;
75
                flowey[19] = 348;
76
                flowey[20] = 348;
77
                flowey[21] = 347;
78
                flowey[22] = 348;
79
                flowey[23] = 352;
80
                flowey[24] = 353;
81
                flowey[25] = 348;
82
                flowey[26] = 347;
83
                flowey[27] = 348;
84
                flowey[28] = 349;
85
                flowey[29] = 349;
86
                flowey[30] = 348;
87
                flowey[31] = 3251;
88
                flowey[32] = 348;
89
            }
90
            else if (global.meta_flowey_fight_count == 1)
91
            {
92
                message[0] = "* Here we are again.";
93
                message[1] = "* Wasn't as terrifying or flashy#  as it was the first time, huh?";
94
                message[2] = "* Cut me some slack! My#  imagination is only so vast!";
95
                message[3] = "* Forget it. I might as well be#  talking to a wall.";
96
                message[4] = "* You don't retain your memory#  after resets.";
97
                message[5] = "* That's why I have to explain#  the same things every time.";
98
                message[6] = "* Place the same savepoints,#  make the same comments...";
99
                message[7] = "* \"Golly, this place sure is#  ____!\" ";
100
                message[8] = "* \"Keep up the good work,#  buddy!\"";
101
                message[9] = "* \"Remember your mission!\"";
102
                message[10] = "* Over and over and over and#  over...";
103
                message[11] = "* But I notice things each run.";
104
                message[12] = "* You solve puzzles faster.";
105
                message[13] = "* You defeat monsters faster.";
106
                message[14] = "* You navigate the Underground#  like you have a map.";
107
                message[15] = "* All that, yet I know your#  memory is wiped clean.";
108
                message[16] = "* I can't explain it...";
109
                message[17] = "* ...";
110
                message[18] = "* Maybe at some point it will#  all culminate.";
111
                message[19] = "* You will finally lead me to#  what I need.";
112
                message[20] = "* Until then, I'll reset.";
113
                message[21] = "* And reset and reset and reset#  and reset and reset and reset#  and reset and";
114
                flowey[0] = 352;
115
                flowey[1] = 353;
116
                flowey[2] = 3692;
117
                flowey[3] = 353;
118
                flowey[4] = 352;
119
                flowey[5] = 352;
120
                flowey[6] = 353;
121
                flowey[7] = 3148;
122
                flowey[8] = 3738;
123
                flowey[9] = 3148;
124
                flowey[10] = 353;
125
                flowey[11] = 348;
126
                flowey[12] = 353;
127
                flowey[13] = 353;
128
                flowey[14] = 352;
129
                flowey[15] = 352;
130
                flowey[16] = 353;
131
                flowey[17] = 353;
132
                flowey[18] = 352;
133
                flowey[19] = 352;
134
                flowey[20] = 353;
135
                flowey[21] = 3738;
136
                if (message_current == 21)
137
                    message_timer = 1;
138
            }
139
            else if (global.meta_flowey_fight_count == 2)
140
            {
141
                message[0] = "* Why do we keep ending up here?";
142
                message[1] = "* Every time you make certain#  choices, it's the rooftop.";
143
                message[2] = "* Martlet always convinces you#  to go with her.";
144
                message[3] = "* Am I supposed to just... let#  that happen?";
145
                message[4] = "* No... I've seen you surrender#  and adapt before.";
146
                message[5] = "* It doesn't lead anywhere.";
147
                message[6] = "* So, what? Is this it? Is this#  the way it has to be?";
148
                message[7] = "* When I first steered you into#  the Dark Ruins...";
149
                message[8] = "* I could've sworn I was onto#  something.";
150
                message[9] = "* But it feels like your life -#  your fate - is locked in.";
151
                message[10] = "* As if there's a specific way#  it MUST play out.";
152
                message[11] = "* If that's true... what does#  that fate lead to? Ultimately?";
153
                message[12] = "* ...Maybe you're not the one I#  need?";
154
                message[13] = "* Maybe you're only a stepping#  stone? A... precursor.";
155
                message[14] = "* \"They come. They leave. They#  die.\"";
156
                message[15] = "* That's what she always said.";
157
                message[16] = "* ...";
158
                message[17] = "* There will be another.\t";
159
                message[18] = "* And this \"helpful\" act... It's#  not working.\t";
160
                message[19] = "* I need to embrace who I really#  am as soon as I'm rid of you.\t";
161
                message[20] = "* For now, however, I have to#  keep it up.\t";
162
                message[21] = "* I know what it's like to be at#  rock bottom without hope.\t";
163
                message[22] = "* This... while incredibly#  frustrating...\t";
164
                message[23] = "* This act has gotten me the#  closest I've ever been to my#  goal.\t";
165
                message[24] = "* It's the first time I've felt#  like I've made true progress.\t";
166
                message[25] = "* Sure I could try rigging a new#  puzzle...\t";
167
                message[26] = "* Drag you into another#  alternate path...\t";
168
                message[27] = "* But even I don't have the#  patience for that.\t";
169
                message[28] = "* I know deep down that my plan#  WILL work out.\t";
170
                message[29] = "* What I don't know is whether#  that plan involves you in the#  end.\t";
171
                message[30] = "* ...Alive, that is.\t";
172
                message[31] = "* But I've blabbered on enough.\t";
173
                message[32] = "* It's time for me to fake a#  smile through another#  excruciating journey.\t";
174
                message[33] = "* Don't mess it up again.";
175
                flowey[0] = 352;
176
                flowey[1] = 352;
177
                flowey[2] = 353;
178
                flowey[3] = 352;
179
                flowey[4] = 353;
180
                flowey[5] = 353;
181
                flowey[6] = 356;
182
                flowey[7] = 352;
183
                flowey[8] = 353;
184
                flowey[9] = 352;
185
                flowey[10] = 352;
186
                flowey[11] = 353;
187
                flowey[12] = 352;
188
                flowey[13] = 353;
189
                flowey[14] = 353;
190
                flowey[15] = 348;
191
                flowey[16] = 352;
192
                flowey[17] = 352;
193
                flowey[18] = 353;
194
                flowey[19] = 347;
195
                flowey[20] = 348;
196
                flowey[21] = 352;
197
                flowey[22] = 353;
198
                flowey[23] = 352;
199
                flowey[24] = 352;
200
                flowey[25] = 353;
201
                flowey[26] = 353;
202
                flowey[27] = 352;
203
                flowey[28] = 349;
204
                flowey[29] = 353;
205
                flowey[30] = 348;
206
                flowey[31] = 347;
207
                flowey[32] = 348;
208
                flowey[33] = 349;
209
            }
210
            else if (global.meta_flowey_fight_count >= 3 && !other.fun_value_check)
211
            {
212
                message[0] = "* Heh.";
213
                message[1] = "* Talk about a \"dead end.\"";
214
                message[2] = "* ...";
215
                message[3] = "* That's not funny.";
216
                message[4] = "* None of this is.";
217
                message[5] = "* I shouldn't be here. Not#  again.";
218
                message[6] = "* I mean, come on...";
219
                message[7] = "* Don't I have anything better#  to do?";
220
                flowey[0] = 348;
221
                flowey[1] = 347;
222
                flowey[2] = 353;
223
                flowey[3] = 352;
224
                flowey[4] = 353;
225
                flowey[5] = 353;
226
                flowey[6] = 356;
227
                flowey[7] = 353;
228
            }
229
            else if (other.fun_value_check)
230
            {
231
                message[0] = "* ...";
232
                message[1] = "* You know? It's strange.";
233
                message[2] = "* Something's off here.";
234
                message[3] = "* We're alone in my mind right#  now.";
235
                message[4] = "* It's clear that we're alone,#  right?";
236
                message[5] = "* Then why I can't shake it...";
237
                message[6] = "* In moments like this where all#  is quiet... that's when I feel#  it.";
238
                message[7] = "* Only since you showed up has#  it been this way.";
239
                message[8] = "* ...";
240
                message[9] = "* I have to reset again.";
241
                message[10] = "* I have to reset until I find#  the right path.";
242
                message[11] = "* Until you make the right#  choices.";
243
                message[12] = "* Until it...";
244
                flowey[0] = 352;
245
                flowey[1] = 353;
246
                flowey[2] = 353;
247
                flowey[3] = 353;
248
                flowey[4] = 352;
249
                flowey[5] = 352;
250
                flowey[6] = 352;
251
                flowey[7] = 353;
252
                flowey[8] = 352;
253
                flowey[9] = 353;
254
                flowey[10] = 353;
255
                flowey[11] = 352;
256
                flowey[12] = 353;
257
                if (message_current == 12)
258
                    message_timer = 1;
259
            }
260
            other.sprite_index = flowey[message_current];
261
        }
262
        break;
263
    case 2:
264
        cutscene_sfx_play(263, 1);
265
        break;
266
    case 3:
267
        sprite_index = spr_flowey_cloverface;
268
        cutscene_wait(2);
269
        break;
270
    case 4:
271
        cutscene_dialogue_final_flowey();
272
        with (msg)
273
        {
274
            position = 0;
275
            sndfnt = 96;
276
            message[0] = "* Hahahahaha!!!";
277
            message[1] = "* Alright, alright, I'll let you#  go.";
278
            message[2] = "* I do need a little time to#  practice my intro monologue,#  though.";
279
            message[3] = "* Feel free to pace yourself#  before the big fall!";
280
            message[4] = "* See ya later, Clover!";
281
            flowey[0] = 348;
282
            flowey[1] = 347;
283
            flowey[2] = 3251;
284
            flowey[3] = 348;
285
            flowey[4] = 347;
286
            other.sprite_index = flowey[message_current];
287
        }
288
        break;
289
    case 5:
290
        if (sprite_index != spr_flowey_enter)
291
        {
292
            y -= 44;
293
            sprite_index = spr_flowey_enter;
294
            image_index = image_number - 1;
295
            image_speed = -0.3;
296
        }
297
        else if (image_index <= 0.5)
298
        {
299
            cutscene_advance();
300
            image_alpha = 0;
301
        }
302
        break;
303
    case 6:
304
        cutscene_wait(3);
305
        break;
306
    case 7:
307
        cymbal_sound = audio_play_sound(mus_cymbal, 1, 0);
308
        cutscene_advance();
309
        break;
310
    case 8:
311
        draw_alpha_white = audio_sound_get_track_position(cymbal_sound) / audio_sound_length(cymbal_sound);
312
        if (draw_alpha_white >= 0.99)
313
        {
314
            draw_alpha_white = 1;
315
            scene++;
316
        }
317
        break;
318
    case 9:
319
        cutscene_wait(5);
320
        break;
321
    case 10:
322
        if (!instance_exists(obj_flowey_battle_screen_glitch_ending))
323
        {
324
            room = rm_credits;
325
            persistent = true;
326
            scene++;
327
        }
328
        break;
329
    case 11:
330
        draw_alpha_white -= 0.1;
331
        if (draw_alpha_white <= 0)
332
            instance_destroy();
333
        break;
334
}
335
if (instance_exists(obj_heart_battle_fighting_yellow_final))
336
    obj_heart_battle_fighting_yellow_final.y = lerp(obj_heart_battle_fighting_yellow_final.y, 440, 0.15);