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gml_Object_obj_hotland_roof_cutscene_pacifist_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
switch (scene)
4
{
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    case 0:
6
        if (obj_pl.x < 400)
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        {
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            instance_create(obj_pl.x, obj_pl.y, obj_player_npc);
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            cutscene_advance();
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        }
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        break;
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    case 1:
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        cutscene_npc_walk(1168, obj_martlet_npc.x, obj_pl.y, 3, "x", "up");
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        break;
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    case 2:
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        if (cutscene_wait(1.5))
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            cutscene_advance(2.5);
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        break;
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    case 2.5:
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        if (cutscene_npc_walk(1168, obj_martlet_npc.x, obj_martlet_npc.y + 60, 1, "x", "up"))
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            cutscene_advance(3);
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        break;
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    case 3:
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        cutscene_camera_move(obj_martlet_npc.x, 300, 1);
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        camera_set_view_speed(view_camera[0], -1, -1);
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        break;
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    case 4:
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        cutscene_wait(0.5);
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        break;
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    case 5:
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        cutscene_instance_create(obj_martlet_npc.x, obj_martlet_npc.y - 45, 1147);
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        break;
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    case 6:
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        cutscene_wait(1);
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        break;
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    case 7:
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        cutscene_npc_direction(1164, "down");
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        instance_destroy(obj_cutscene_ex);
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        break;
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    case 8:
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        cutscene_wait(0.5);
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        break;
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    case 9:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1164;
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            position = 0;
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            message[0] = "* You made it! Great!";
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            prt[0] = 328;
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        }
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        break;
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    case 10:
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        cutscene_wait(0.5);
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        break;
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    case 11:
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        cutscene_npc_direction(1164, "up");
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        break;
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    case 12:
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        cutscene_camera_move(obj_martlet_npc.x, 260, 1);
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        camera_set_view_speed(view_camera[0], -1, -1);
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        break;
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    case 13:
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        cutscene_wait(0.5);
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        break;
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    case 14:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1164;
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            message[0] = "* What a view...";
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            message[1] = "* That large facility in#  front of us is the#  CORE...";
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            message[2] = "* ...The main source of#  power for the#  Underground.";
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            prt[0] = 328;
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            prt[1] = 321;
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            prt[2] = 321;
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        }
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        break;
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    case 15:
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        cutscene_npc_walk(1168, obj_martlet_npc.x, obj_martlet_npc.y + 30, 3, "x", "up", -4, 180, 300);
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        break;
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    case 16:
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        cutscene_wait(1.75);
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        break;
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    case 17:
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        if (cutscene_dialogue())
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            cutscene_advance(17.3);
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        with (msg)
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        {
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            talker[0] = 1164;
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            message[0] = "* Behind that is New#  Home. The capital city.";
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            message[1] = "* I asked around and was#  told Ceroba and Starlo#  headed there.";
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            message[2] = "* Guess she ran the#  opposite way of the Lab#  to juke her pursuer?";
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            message[3] = "* The two couldn't have#  gotten far, I'm positive#  we'll find them!";
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            message[4] = "* We'll...";
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            prt[0] = 338;
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            prt[1] = 321;
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            prt[2] = 324;
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            prt[3] = 313;
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            prt[4] = 317;
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            if (message_current == 4)
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            {
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                obj_martlet_npc.npc_direction = "left";
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                message_timer = 30;
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                skippable = false;
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            }
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        }
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        break;
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    case 17.3:
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        if (cutscene_wait(1))
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        {
112
            cutscene_advance(17.6);
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            obj_martlet_npc.npc_direction = "up";
114
        }
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        break;
116
    case 17.6:
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        if (cutscene_dialogue())
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            cutscene_advance(18);
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        with (msg)
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        {
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            talker[0] = 1164;
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            message[0] = "* Whew, it's all setting#  in now.";
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            message[1] = "* This is like... super#  intimidating, right? Not#  just me?";
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            prt[0] = 329;
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            prt[1] = 317;
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        }
127
        break;
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        break;
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    case 18:
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        cutscene_wait(0.5);
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        break;
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    case 19:
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        cutscene_npc_direction(1164, "left");
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        break;
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    case 20:
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        cutscene_wait(1);
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        break;
138
    case 21:
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        if (cutscene_dialogue())
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            cutscene_advance(21.2);
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        with (msg)
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        {
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            talker[0] = 1164;
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            message[0] = "* ...";
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            message[1] = "* I don't know when I'll#  get another chance so#  I'll say it now:";
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            message[2] = "* You are a kind soul.#  One of the best I've#  met.";
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            message[3] = "* Left and right you've#  been beaten and bruised,#  but you stay vigilant.";
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            message[4] = "* You defuse situations#  and mend#  relationships...";
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            message[5] = "* ...A far cry from what#  I was taught growing up.";
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            message[6] = "* Royal Guards are told#  ad nauseum that humans#  are the enemy.";
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            message[7] = "* I only ever heard#  stories of war and our#  Underground imprisonment.";
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            message[8] = "* But you're different.";
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            message[9] = "* If you could change my#  mind on humans, I know#  you can ASGORE's!";
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            message[10] = "* After we diffuse the#  Ceroba situation,";
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            message[11] = "* We'll march right up to#  that Castle, you and me!";
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            message[12] = "* And then... Well,#  you'll be on your way.";
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            message[13] = "* But don't worry about#  me! ";
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            message[14] = "* When Monsterkind is#  freed, we'll meet again#  on the Surface!";
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            message[15] = "* By then, you might be#  all grown up. Wouldn't#  that be funny?";
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            message[16] = "* Heh...";
161
            message[17] = "* ...";
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            prt[0] = 329;
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            prt[1] = 317;
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            prt[2] = 320;
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            prt[3] = 320;
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            prt[4] = 320;
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            prt[5] = 329;
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            prt[6] = 317;
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            prt[7] = 322;
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            prt[8] = 320;
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            prt[9] = 328;
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            prt[10] = 328;
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            prt[11] = 312;
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            prt[12] = 320;
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            prt[13] = 312;
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            prt[14] = 328;
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            prt[15] = 312;
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            prt[16] = 328;
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            prt[17] = 321;
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            switch (message_current)
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            {
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                case 1:
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                    obj_player_npc.npc_direction = "right";
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                    break;
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                case 3:
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                    if (!audio_is_playing(mus_acquittal))
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                        cutscene_music = audio_play_sound(mus_acquittal, 1, 1);
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                    break;
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                case 16:
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                    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; }
(cutscene_music, 1000);
191
                    break;
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            }
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        }
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        break;
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    case 21.2:
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        if (cutscene_wait(1))
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            cutscene_advance(21.4);
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        break;
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    case 21.4:
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        if (cutscene_dialogue())
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            cutscene_advance(21.6);
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        with (msg)
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        {
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            talker[0] = 1164;
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            message[0] = "* Point is, I'm glad you#  hopped on my raft.";
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            message[1] = "* ...";
207
            prt[0] = 320;
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            prt[1] = 329;
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            switch (message_current)
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            {
211
                case 1:
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                    obj_martlet_npc.npc_direction = "up";
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                    skippable = false;
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                    message_timer = 30;
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                    break;
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            }
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        }
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        break;
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    case 21.6:
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        if (cutscene_wait(1))
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            cutscene_advance(21.8);
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        break;
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    case 21.8:
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        if (cutscene_dialogue())
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        {
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            cutscene_advance(22);
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            obj_player_npc.xstart = obj_player_npc.x;
228
        }
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        with (msg)
230
        {
231
            talker[0] = 1164;
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            message[0] = "* Okay... We need to get#  moving.";
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            message[1] = "* That way. West New#  Home.";
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            message[2] = "* The elevator downstairs#  should take us straight#  there.";
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            message[3] = "* After that... I'm not#  sure.";
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            message[4] = "* I'd call for backup in#  a scenario like this but#  we're on our own. ";
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            message[5] = "* Outlaws.";
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            message[6] = "* So, \"partner in crime,\"#  you ready?";
239
            prt[0] = 321;
240
            prt[1] = 321;
241
            prt[2] = 328;
242
            prt[3] = 329;
243
            prt[4] = 329;
244
            prt[5] = 321;
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            prt[6] = 328;
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            switch (message_current)
247
            {
248
                case 0:
249
                    obj_martlet_npc.npc_direction = "left";
250
                    skippable = true;
251
                    message_timer = -1;
252
                    break;
253
                case 1:
254
                    global.hotland_flag[1] = 1;
255
                    scr_radio_restart
scr_radio_restart

function scr_radio_restart() { with (obj_radio) event_user(0); }
();
256
                    obj_martlet_npc.npc_direction = "up";
257
                    obj_player_npc.npc_direction = "up";
258
                    break;
259
                case 6:
260
                    obj_martlet_npc.npc_direction = "left";
261
                    obj_player_npc.npc_direction = "right";
262
                    break;
263
            }
264
        }
265
        break;
266
    case 22:
267
        obj_player_npc.x = -1000;
268
        if (cutscene_npc_action_sprite(1164, 1822, 1, false))
269
            obj_player_npc.x = obj_player_npc.xstart;
270
        break;
271
    case 23:
272
        cutscene_wait(0.5);
273
        break;
274
    case 24:
275
        cutscene_dialogue();
276
        with (msg)
277
        {
278
            talker[0] = 1164;
279
            message[0] = "* Let's stop Ceroba!";
280
            message[1] = "* After you.";
281
            prt[0] = 313;
282
            prt[1] = 328;
283
        }
284
        break;
285
    case 25:
286
        cutscene_wait(1);
287
        break;
288
    case 26:
289
        cutscene_npc_walk(1168, obj_player_npc.x, 340, 3, "y", "down");
290
        break;
291
    case 27:
292
        cutscene_npc_walk(1164, obj_player_npc.x, obj_player_npc.y - 20, 3, "x", "down");
293
        break;
294
    case 28:
295
        obj_pl.direction = 270;
296
        actor_follower = 1164;
297
        global.party_member = 1170;
298
        obj_hotland_roof_light_controller_follower.overlay_draw_enabled_follower = true;
299
        obj_hotland_roof_light_controller_follower.overlay_draw_alpha_follower = 1;
300
        cutscene_actor_into_follower();
301
        obj_hotland_roof_light_controller_follower.depth = obj_pl.depth + 1;
302
        obj_martlet_follower.depth = obj_pl.depth + 2;
303
        break;
304
    case 29:
305
        cutscene_camera_move(obj_pl.x, obj_pl.y, 3);
306
        break;
307
    case 30:
308
        cutscene_camera_reset();
309
        instance_destroy(obj_player_npc);
310
        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; }
(cutscene_music, 1000);
311
        cutscene_end();
312
        break;
313
}