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gml_Object_obj_martlet_snowdin_22_Step_0

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1
event_inherited();
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if (live_call())
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    return global.live_result;
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if (interact && scene == 0)
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{
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    scene = 1;
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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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}
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if (scene == 1)
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{
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    is_talking = true;
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    scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
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    with (msg)
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    {
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        sndfnt = 102;
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        if (global.snowdin_flag[14] == 2)
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        {
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            color = true;
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            col_modif[0] = 255;
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            ch_msg = 11;
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            ch[1] = "Yes";
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            ch[2] = "No";
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            message[0] = "* If my map and memory#  serve, this river should#  lead directly to Hotland.";
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            message_col[0][0] = "                      #                          #                   Hotland ";
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            message[1] = "* From there, it's a hop,#  skip, and a leap to#  ASGORE's Castle!";
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            message[2] = "* I'm not sure how we're#  getting in but...";
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            message[3] = "* We cross that bridge#  when we come to it,#  right?";
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            message[4] = "* ...";
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            message[5] = "* I also wanted to#  apologize about, well,#  you know...";
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            message[6] = "* attacking you...";
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            message[7] = "* I meant no harm, honest!#  I just have to do my#  job, is all!";
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            message[8] = "* And, well...";
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            message[9] = "* Oftentimes I don't know#  what the \"right\" action#  is until it's too late.";
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            message[10] = "* So... I know we just#  met and all...";
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            message[11] = "* But will you trust me#  on this?";
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            prt[0] = 324;
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            prt[1] = 328;
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            prt[2] = 338;
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            prt[3] = 328;
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            prt[4] = 317;
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            prt[5] = 320;
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            prt[6] = 320;
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            prt[7] = 322;
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            prt[8] = 329;
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            prt[9] = 317;
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            prt[10] = 321;
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            prt[11] = 328;
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            if (outcome == 1)
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                other.scene = 2;
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            if (outcome == 2)
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                other.scene = 3;
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        }
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        else if (global.snowdin_flag[14] == 3)
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        {
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            ch_msg = 3;
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            ch[1] = "Yes";
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            ch[2] = "No";
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            message[0] = "* I suppose another#  \"sorry\" isn't gonna#  cut it?";
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            message[1] = "* Can you trust me to get#  you to ASGORE safely?";
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            message[2] = "* I swear I can do it!#  I swear I can!";
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            message[3] = "* Please?";
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            prt[0] = 317;
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            prt[1] = 321;
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            prt[2] = 313;
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            prt[3] = 320;
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            if (outcome == 1)
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                other.scene = 2;
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            if (outcome == 2)
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                other.scene = 3;
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        }
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        else if (global.snowdin_flag[14] == 4)
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        {
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            ch_msg = 0;
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            ch[1] = "Yes";
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            ch[2] = "No";
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            message[0] = "* Shall we be off then?";
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            prt[0] = 328;
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            if (outcome == 1)
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            {
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                global.dialogue_open = false;
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                global.snowdin_flag[14] = 5;
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                other.scene = 5;
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            }
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            if (outcome == 2)
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            {
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                other.scene = 3;
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                ch_msg = -1;
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            }
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        }
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    }
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}
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else if (scene == 2)
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{
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    is_talking = true;
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    scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
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    global.snowdin_flag[14] = 4;
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    with (msg)
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    {
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        ch_msg = 10;
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        ch[1] = "Yes";
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        ch[2] = "No";
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        message[0] = "* Yay! Don't worry, your#  trust is in good#  hands!";
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        message[1] = "* Or wings, as the case#  may be!";
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        message[2] = "* I'll guard it with#  my SOUL!";
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        message[3] = "* And this means we get to#  have an adventure! This#  is so exciting!";
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        message[4] = "* I mean, nothing this#  exciting ever happens#  around here.";
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        message[5] = "* At least, while I've#  been here it hasn't.";
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        message[6] = "* Think of all the fun#  we'll have!";
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        message[7] = "* I mean, there's a chance#  I might be fired for#  this,";
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        message[8] = "* And lose all of my#  life's work and#  belongings, but hey,";
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        message[9] = "* What's life without a#  little risk?";
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        message[10] = "* So shall we be off#  then?";
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        prt[0] = 312;
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        prt[1] = 311;
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        prt[2] = 328;
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        prt[3] = 318;
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        prt[4] = 328;
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        prt[5] = 324;
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        prt[6] = 312;
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        prt[7] = 333;
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        prt[8] = 323;
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        prt[9] = 328;
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        prt[10] = 312;
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        if (outcome == 1)
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        {
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            global.snowdin_flag[14] = 5;
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            other.scene = 5;
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        }
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        if (outcome == 2)
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            other.scene = 3;
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    }
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}
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else if (scene == 5)
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{
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    global.dialogue_open = false;
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    if (!instance_exists(obj_npc_clover_snowdin_22))
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        instance_create(obj_pl.x, obj_pl.y, obj_npc_clover_snowdin_22);
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    with (obj_room_controller_snowdin_22)
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    {
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        if (scene == 10)
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            scene = 11;
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    }
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    if (npc_arrived == true)
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    {
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        npc_arrived = false;
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        action_sprite = true;
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        sprite_index = spr_snowdin_22_martlet_untie_rope_overworld_yellow;
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        image_speed = 0.2;
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        scene = 6;
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    }
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}
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else if (scene == 6)
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{
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    if (floor(image_index) == 4)
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    {
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        if (!audio_is_playing(snd_raft_untie))
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            audio_play_sound(snd_raft_untie, 1, 0);
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    }
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    if (action_sprite == true && image_index >= (image_number - 1))
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    {
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        obj_raft_snowdin_22.move = true;
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        action_sprite = false;
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        npc_direction = "right";
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        scene++;
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        timer = 120;
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    }
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}
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else if (scene == 7)
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{
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    if (timer > 0)
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    {
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        timer--;
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    }
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    else
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    {
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        timer = -1;
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        scene++;
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        scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
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        with (msg)
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        {
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            sndfnt = 102;
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            message[0] = "* Wait, hold on!";
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            message[1] = "* I was supposed to be on#  Ava with you!";
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            prt[0] = 333;
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            prt[1] = 333;
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        }
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    }
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}
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else if (scene == 8)
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{
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    if (!instance_exists(obj_dialogue))
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    {
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        action_sprite = true;
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        sprite_index = spr_martlet_fly_away;
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        image_speed = 0.5;
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        timer = 90;
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        scene++;
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    }
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}
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else if (scene == 9)
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{
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    if (action_sprite == true && image_index >= (image_number - 1))
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    {
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        image_speed = 0;
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        image_index = image_number - 1;
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    }
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    if (timer > 0)
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        timer--;
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    else
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        instance_create(0, 0, obj_snowdin_end_transition);
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}
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else if (scene == 3)
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{
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    scene = -1;
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    scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
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    is_talking = true;
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    with (msg)
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    {
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        if (global.snowdin_flag[14] == 2)
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        {
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            message[0] = "* Yeah, that's fair, I#  guess.";
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            message[1] = "* Well I'll hang around#  a while.";
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            message[2] = "* In case you, ya know,#  change your mind.";
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            message[3] = "* I mean, I put all this#  work into finishing the#  UG Aviator so.";
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            message[4] = "* If she doesn't get to#  sail free,";
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            message[5] = "* I can at least#  give her company a#  while.";
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            message[6] = "* Until I find a better#  place for her, ya know?";
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            prt[0] = 317;
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            prt[1] = 329;
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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] = 328;
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            prt[6] = 328;
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            global.snowdin_flag[14] = 3;
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        }
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        else if (global.snowdin_flag[14] == 3)
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        {
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            message[0] = "* Oh... Okay...";
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            prt[0] = 317;
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        }
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        else if (global.snowdin_flag[14] == 4)
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        {
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            message[0] = "* Oh. You have something#  to do?";
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            message[1] = "* I didn't realize you#  were so busy and#  popular!";
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            message[2] = "* That's fine! I'll be#  here.";
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            message[3] = "* Take all the time in#  the world!";
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            message[4] = "* ...Actually, if you#  wouldn't mind,#  don't take, like,";
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            message[5] = "* all the#  time in the world.";
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            message[6] = "* We want to have time#  left for the journey,#  ya know?";
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            prt[0] = 333;
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            prt[1] = 320;
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            prt[2] = 312;
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            prt[3] = 328;
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            prt[4] = 320;
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            prt[5] = 320;
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            prt[6] = 328;
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        }
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    }
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}
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if (scene != 0 && instance_exists(obj_dialogue))
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{
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    with (msg)
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    {
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        if (outcome > 0)
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        {
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            message = 0;
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            message[0] = "";
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            outcome = 0;
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            cutoff = 0;
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            message_current = 0;
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        }
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    }
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}
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if (scene == -1)
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{
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    if (!instance_exists(obj_dialogue))
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    {
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        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
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        scene = 0;
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    }
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}