Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_mansion_chujin_tape_extra_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
overlay_image_index += 0.3;
4
if (overlay_image_index > 27)
5
    overlay_image_index -= 27;
6
switch (scene)
7
{
8
    case 0:
9
        scene_change = true;
10
        break;
11
    case 1:
12
        cutscene_music_start(589);
13
        break;
14
    case 2:
15
        sprite_index = spr_chujin_default_idle;
16
        cutscene_wait(3);
17
        break;
18
    case 3:
19
        cutscene_dialogue_chujin();
20
        with (msg)
21
        {
22
            message[0] = "          This is Chujin.";
23
            message[1] = "    I messed up, miscalculated,#    something.";
24
            message[2] = "     Axis... Axis is dangerous.";
25
            message[3] = " I must have overshot the variables,# all I wanted was apprehension.";
26
            message[4] = "                ...";
27
            message[5] = "    The human who almost hurt my#    child, I told Axis to track#    them down.";
28
            message[6] = "I know I should've stayed to comfort#Kanako and tend to the resident who#was hurt but...";
29
            message[7] = "  ...I had a tool that could stop#  the human's crusade, so I tried.";
30
            message[8] = "    ...In a flash, Axis left me.#    Bolted for Waterfall.";
31
            message[9] = "  By the time I tracked him down...#  it was too late.";
32
            message[10] = "  I'll never forget the scene laid#  before me. ";
33
            message[11] = "  Part of me wanted to quit#  everything that instant but... ";
34
            message[12] = "    ...This outcome was earned,#    was it not?";
35
            message[13] = "                ...";
36
            message[14] = "  Axis soon contained the subject#  and... hid the evidence.";
37
            message[15] = "There was some property damage but#I'm sure it won't come back to me...#I hope.";
38
            message[16] = "    In any case... I now have a#    human SOUL in my possession.";
39
            message[17] = "I do not know exactly what I should#do with it but the power that rests#within it is...";
40
            message[18] = "   Well, let's just say I'm not#   donating it to Asgore like all#   the others. Not yet.";
41
            message[19] = "  As for Axis, today's actions were#  excessive, but the potential#  is astounding.";
42
            message[20] = "  With more work, Axis can be the#  future, I'm sure of it.";
43
            message[21] = "     Anyway, I need to sleep.";
44
            message[22] = "   Though something tells me that#   will be difficult to do for a#   while.";
45
            prt[0] = 3563;
46
            prt[1] = 3392;
47
            prt[2] = 2129;
48
            prt[3] = 629;
49
            prt[4] = 629;
50
            prt[5] = 908;
51
            prt[6] = 3392;
52
            prt[7] = 908;
53
            prt[8] = 3414;
54
            prt[9] = 3414;
55
            prt[10] = 2782;
56
            prt[11] = 2782;
57
            prt[12] = 3194;
58
            prt[13] = 2782;
59
            prt[14] = 3414;
60
            prt[15] = 908;
61
            prt[16] = 3563;
62
            prt[17] = 3392;
63
            prt[18] = 2129;
64
            prt[19] = 3563;
65
            prt[20] = 908;
66
            prt[21] = 3392;
67
            prt[22] = 908;
68
            if (message_current == 21)
69
                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; }
(589, 1500);
70
        }
71
        break;
72
    case 4:
73
        scene_change = true;
74
        break;
75
    case 6:
76
        audio_play_sound(snd_electric_flash, 1, 0);
77
        overlay_alpha += 0.35;
78
        scene++;
79
        audio_effect_create(AudioEffectType.Reverb1);
80
        break;
81
    case 5:
82
    case 7:
83
        cutscene_wait(0.6);
84
        break;
85
    case 8:
86
        audio_play_sound(snd_f_noise, 1, 1);
87
        audio_sound_gain(snd_f_noise, 0, 0);
88
        audio_sound_gain(snd_f_noise, 1, 2500);
89
        scene++;
90
        break;
91
    case 9:
92
        if (overlay_alpha < 1)
93
            overlay_alpha += 0.03;
94
        else
95
            cutscene_wait(4);
96
        break;
97
    case 10:
98
        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, 1500);
99
        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; }
(633, 2500);
100
        cutscene_advance();
101
        break;
102
    case 11:
103
        image_alpha = 0;
104
        if (overlay_alpha > 0)
105
            overlay_alpha -= 0.05;
106
        else
107
            scene++;
108
        break;
109
    case 12:
110
        cutscene_wait(2);
111
        break;
112
    case 13:
113
        cutscene_end();
114
        instance_destroy();
115
        break;
116
}
117
if (scene_change == true)
118
{
119
    if (sprite_index != spr_chujin_tapes_static)
120
    {
121
        audio_play_sound(snd_f_noise, 1, 1);
122
        sprite_index = spr_chujin_tapes_static;
123
        image_index = 0;
124
    }
125
    if (scene_change_timer > 0)
126
    {
127
        scene_change_timer -= 1;
128
    }
129
    else
130
    {
131
        scene_change = false;
132
        scene_change_timer = scene_change_timer_max;
133
        audio_stop_sound(snd_f_noise);
134
        scene++;
135
    }
136
}
137
if (scene >= 8)
138
    exit;
139
var overlay_alpha_default = 0.15;
140
if (irandom(80) == 1)
141
{
142
    audio_play_sound(snd_electric_flash, 1, 0);
143
    overlay_alpha = clamp(overlay_alpha + random_range(0.25, 0.5), overlay_alpha_default, 0.75);
144
}
145
overlay_alpha = lerp(overlay_alpha, overlay_alpha_default, 0.1);
146
147
enum AudioEffectType
148
{
149
    Bitcrusher,
150
    Delay,
151
    Gain,
152
    HPF2,
153
    LPF2,
154
    Reverb1,
155
    Tremolo,
156
    PeakEQ,
157
    HiShelf,
158
    LoShelf,
159
    EQ,
160
    Compressor
161
}