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gml_Object_obj_room_controller_dunes_30c_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
        if (obj_pl.y <= 600)
7
        {
8
            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; }
();
9
            instance_create(obj_pl.x, obj_pl.y, obj_player_npc);
10
            cutscene_npc_walk(1168, 490, 520, 3, "y", "up");
11
            var axis = "y";
12
            if (abs(obj_martlet_follower.y - obj_pl.y) < 10)
13
                axis = "x";
14
            cutscene_follower_into_actor();
15
            cutscene_npc_walk(1164, 460, 520, 3, axis, "up");
16
            scene = 1;
17
        }
18
        break;
19
    case 1:
20
        cutscene_camera_move(490, 400, 2);
21
        break;
22
    case 2:
23
        cutscene_wait(2);
24
        break;
25
    case 3:
26
        cutscene_dialogue();
27
        with (msg)
28
        {
29
            talker[0] = 1164;
30
            message[0] = "* Wow... ";
31
            message[1] = "* I wish Chujin invited#  me over back in the day.";
32
            message[2] = "* This house is#  incredible... ";
33
            message[3] = "* Uh-Yeah! Let's get#  inside and see what the#  fuss is about.";
34
            prt[0] = 333;
35
            prt[1] = 321;
36
            prt[2] = 320;
37
            prt[3] = 328;
38
            if (message_current == 3)
39
                obj_martlet_npc.npc_direction = "right";
40
        }
41
        break;
42
    case 4:
43
        cutscene_npc_walk(1164, obj_pl.x, obj_pl.y + 20, 3, "y", "up");
44
        break;
45
    case 5:
46
        cutscene_actor_into_follower();
47
        break;
48
    case 6:
49
        cutscene_camera_move(obj_pl.x, obj_pl.y, 3);
50
        break;
51
    case 7:
52
        cutscene_camera_reset();
53
        break;
54
    case 8:
55
        instance_destroy(obj_player_npc);
56
        cutscene_end();
57
        global.dunes_flag[41] = 2;
58
        break;
59
    case 9:
60
        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; }
();
61
        instance_create(obj_pl.x, obj_pl.y, obj_player_npc);
62
        obj_player_npc.image_alpha = 0;
63
        obj_player_npc.npc_direction = "down";
64
        instance_create(obj_pl.x, obj_pl.y, obj_martlet_npc);
65
        obj_martlet_npc.image_alpha = 0;
66
        obj_martlet_npc.npc_direction = "down";
67
        obj_martlet_npc.can_walk = false;
68
        cutscene_camera_freeze(obj_pl.x, obj_pl.y);
69
        break;
70
    case 10:
71
        with (obj_martlet_npc)
72
        {
73
            if (image_alpha < 1)
74
                image_alpha += 0.1;
75
            else
76
                other.scene++;
77
        }
78
        break;
79
    case 11:
80
        cutscene_npc_walk(1164, 470, 445, 3, "y", "down");
81
        break;
82
    case 12:
83
        with (obj_player_npc)
84
        {
85
            if (image_alpha < 1)
86
                image_alpha += 0.1;
87
            else
88
                other.scene++;
89
        }
90
        break;
91
    case 13:
92
        cutscene_npc_walk(1168, 500, 445, 3, "y", "down");
93
        break;
94
    case 14:
95
        cutscene_camera_move(485, 480, 2);
96
        break;
97
    case 15:
98
        cutscene_wait(1);
99
        break;
100
    case 16:
101
        cutscene_dialogue();
102
        with (msg)
103
        {
104
            talker[0] = 1162;
105
            talker[5] = 1162;
106
            talker[1] = 1164;
107
            talker[10] = 1164;
108
            talker[13] = 1164;
109
            talker[7] = 1158;
110
            talker[11] = 1158;
111
            talker[9] = 1167;
112
            message[0] = "* So, you figured it out?";
113
            message[1] = "* ...Yes.";
114
            message[2] = "* Ceroba was trying to#  carry out a plan Chujin#  left for her.";
115
            message[3] = "* Something involving#  Clover's SOUL and a Boss#  Monster SOUL...";
116
            message[4] = "* ...Which happens to#  reside in Kanako.";
117
            message[5] = "* What the...#  So she lied to us?";
118
            message[6] = "* About the mission to#  retrieve Kanako?";
119
            message[7] = "* She wasn't lying about#  finding Kanako. ";
120
            message[8] = "* ...That's the alarming#  part.";
121
            message[9] = "* So Kanako is alive and#  well? Thank goodness...";
122
            message[10] = "* Alive? Am I missing#  something?";
123
            prt[0] = 451;
124
            prt[1] = 329;
125
            prt[2] = 317;
126
            prt[3] = 317;
127
            prt[4] = 329;
128
            prt[5] = 453;
129
            prt[6] = 453;
130
            prt[7] = 437;
131
            prt[8] = 439;
132
            prt[9] = 449;
133
            prt[10] = 311;
134
            prt[11] = 435;
135
            prt[12] = 435;
136
            prt[13] = 333;
137
            prt[14] = 329;
138
            switch (message_current)
139
            {
140
                case 7:
141
                    obj_ace_npc.npc_direction = "left";
142
                    break;
143
                case 9:
144
                    obj_ace_npc.npc_direction = "up";
145
                    obj_moray_npc.npc_direction = "left";
146
                    break;
147
                case 10:
148
                    obj_moray_npc.npc_direction = "up";
149
            }
150
        }
151
        break;
152
    case 17:
153
        cutscene_wait(1);
154
        break;
155
    case 18:
156
        cutscene_dialogue();
157
        with (msg)
158
        {
159
            talker[2] = 1164;
160
            talker[0] = 1158;
161
            message[0] = "* It's a long story...#  She fell down some time#  ago.";
162
            message[1] = "* Ceroba sent her to the#  Lab in hopes to remedy#  the situation.";
163
            message[2] = "* I had no idea...";
164
            message[3] = "* ...";
165
            prt[0] = 435;
166
            prt[1] = 435;
167
            prt[2] = 333;
168
            prt[3] = 329;
169
            switch (message_current)
170
            {
171
                case 3:
172
                    obj_martlet_npc.npc_direction = "left";
173
                    break;
174
            }
175
        }
176
        break;
177
    case 19:
178
        cutscene_wait(1);
179
        break;
180
    case 20:
181
        cutscene_npc_direction(1164, "down");
182
        break;
183
    case 21:
184
        cutscene_dialogue();
185
        with (msg)
186
        {
187
            color = true;
188
            ch_msg = 15;
189
            col_modif[0] = 65535;
190
            ch[1] = "The Lab,\nmost likely";
191
            message[0] = "* Okay. Where was the#  last place you saw#  Ceroba go, Ed?";
192
            message[1] = "* You ain't takin' Clover#  straight to her, are ya?";
193
            message[2] = "* That's exactly what she#  wants, right?";
194
            message[3] = "* Yeah, Clover needs to#  stay safe with us! ";
195
            message[4] = "* She can't accomplish#  her goal if Clover's#  nowhere to be found!";
196
            message[5] = "* We aren't going to let#  her accomplish her goal.#  And anyway...";
197
            message[6] = "* The Wild East is a#  tourist destination -#  a public place.";
198
            message[7] = "* My colleagues probably#  know a human is in the#  Underground by now.";
199
            message[8] = "* If Clover stayed here#  they would eventually#  tear the town up!";
200
            message[9] = "* Better to be on the#  move, yeah?";
201
            message[10] = "* I-";
202
            message[11] = "* Look, I need to fly#  ahead to scout out the#  situation.";
203
            message[12] = "* So, again, where did#  the two go?";
204
            message[13] = "* I don't think";
205
            message[14] = "* Clover, you were there.";
206
            message[15] = "* Where did they go?";
207
            message[16] = "* That lines up...#  Hotland it is.";
208
            message[17] = "* Hey, I gave Star my#  word!";
209
            message[18] = "* Let them do it, Ed. ";
210
            message[19] = "* Clover is the only one#  who can put this to#  rest.";
211
            message[20] = "* ...";
212
            message[21] = "* ...Alright.";
213
            message[22] = "* They took the westmost#  elevator in the#  Steamworks.";
214
            message[23] = "* You can use a laundry#  chute to get there#  quicker.";
215
            message_col[23][0] = "                laundry#  chute                        ";
216
            message[24] = "* That elevator's#  destination sits near#  the CORE...";
217
            message[25] = "* Ask around if someone#  spotted which direction#  they went from there.";
218
            message[26] = "* Wait, we need to go#  too, right?";
219
            message[27] = "* You need all the help#  you can get!";
220
            message[28] = "* Appreciate the offer#  but please don't. This#  might get dangerous.";
221
            message[29] = "* Stay here and keep the#  townsfolk happy like you#  always have.";
222
            message[30] = "* ...Okay. But please be#  safe!";
223
            message[31] = "* I'll try. Thanks for#  all of your help.";
224
            message[32] = "* ...Even if you locked#  me in a jail cell for#  hours on end.";
225
            message[33] = "* Hey, what are friends#  for?";
226
            message[34] = "* I can think of a few#  things... I mean-yeah,#  no problem!";
227
            message[35] = "* Clover, meet me on the#  rooftop of UG Apartments#  asap.";
228
            message_col[35][0] = "                                      UG Apartments        ";
229
            message[36] = "* We'll figure this out,#  I promise!";
230
            talker[0] = 1164;
231
            talker[5] = 1164;
232
            talker[11] = 1164;
233
            talker[14] = 1164;
234
            talker[28] = 1164;
235
            talker[31] = 1164;
236
            talker[35] = 1164;
237
            talker[1] = 1162;
238
            talker[10] = 1162;
239
            talker[13] = 1162;
240
            talker[17] = 1162;
241
            talker[20] = 1162;
242
            talker[3] = 1165;
243
            talker[34] = 1165;
244
            talker[18] = 1158;
245
            talker[24] = 1158;
246
            talker[26] = 1167;
247
            talker[30] = 1167;
248
            talker[33] = 1167;
249
            prt[0] = 308;
250
            prt[1] = 453;
251
            prt[2] = 451;
252
            prt[3] = 455;
253
            prt[4] = 462;
254
            prt[5] = 308;
255
            prt[6] = 338;
256
            prt[7] = 321;
257
            prt[8] = 308;
258
            prt[9] = 313;
259
            prt[10] = 454;
260
            prt[11] = 321;
261
            prt[12] = 321;
262
            prt[13] = 454;
263
            prt[14] = 338;
264
            prt[15] = 321;
265
            prt[16] = 338;
266
            prt[17] = 453;
267
            prt[18] = 437;
268
            prt[19] = 439;
269
            prt[20] = 454;
270
            prt[21] = 453;
271
            prt[22] = 451;
272
            prt[23] = 451;
273
            prt[24] = 435;
274
            prt[25] = 435;
275
            prt[26] = 449;
276
            prt[27] = 445;
277
            prt[28] = 317;
278
            prt[29] = 320;
279
            prt[30] = 449;
280
            prt[31] = 320;
281
            prt[32] = 324;
282
            prt[33] = 445;
283
            prt[34] = 463;
284
            prt[35] = 321;
285
            prt[36] = 328;
286
            switch (message_current)
287
            {
288
                case 13:
289
                    message_timer = 10;
290
                    skippable = false;
291
                    break;
292
                case 14:
293
                    message_timer = -1;
294
                    skippable = true;
295
                    obj_martlet_npc.npc_direction = "right";
296
                    obj_player_npc.npc_direction = "left";
297
                    break;
298
                case 17:
299
                    obj_martlet_npc.npc_direction = "down";
300
                    obj_player_npc.npc_direction = "down";
301
                    break;
302
                case 18:
303
                    obj_ace_npc.npc_direction = "left";
304
                    obj_ed_npc.npc_direction = "right";
305
                    break;
306
                case 21:
307
                    obj_ace_npc.npc_direction = "up";
308
                    obj_ed_npc.npc_direction = "up";
309
                    break;
310
                case 26:
311
                    obj_moray_npc.npc_direction = "left";
312
                    break;
313
                case 27:
314
                    obj_moray_npc.npc_direction = "up";
315
                    break;
316
                case 34:
317
                    obj_mooch_npc.npc_direction = "down";
318
                    if (cutoff >= 35)
319
                    {
320
                        obj_mooch_npc.npc_direction = "up";
321
                        prt[34] = 458;
322
                    }
323
                case 35:
324
                    obj_player_npc.npc_direction = "left";
325
                    obj_martlet_npc.npc_direction = "right";
326
                    break;
327
            }
328
        }
329
        break;
330
    case 22:
331
        cutscene_npc_direction(1168, "down");
332
        break;
333
    case 23:
334
        cutscene_npc_walk(1164, 485, 485, 2, "x", "down");
335
        break;
336
    case 24:
337
        cutscene_npc_action_sprite(1164, 275, 0.4, true, 0);
338
        break;
339
    case 25:
340
        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; }
(568, 1500);
341
        instance_destroy(obj_martlet_npc);
342
        cutscene_advance();
343
        break;
344
    case 26:
345
        cutscene_wait(0.75);
346
        break;
347
    case 27:
348
        cutscene_npc_walk(1168, 485, 470, 2, "x", "down");
349
        break;
350
    case 28:
351
        cutscene_wait(0.75);
352
        break;
353
    case 29:
354
        cutscene_dialogue();
355
        with (msg)
356
        {
357
            talker[0] = 1162;
358
            talker[1] = 1167;
359
            talker[2] = 1165;
360
            talker[3] = 1158;
361
            talker[4] = 1162;
362
            message[0] = "* I uh... wish you luck#  with this, seriously.";
363
            message[1] = "* Yeah, I bet we'll all#  be catching bandits#  again shortly!";
364
            message[2] = "* I'll be sure to save#  you a spot at our next#  nap time!";
365
            message[3] = "* Just don't do anything#  stupid.";
366
            message[4] = "* See ya later... Deputy.";
367
            prt[0] = 454;
368
            prt[1] = 445;
369
            prt[2] = 458;
370
            prt[3] = 439;
371
            prt[4] = 451;
372
        }
373
        break;
374
    case 30:
375
        cutscene_npc_walk(1162, 490, 650, 2, "x", "down");
376
        scene++;
377
        break;
378
    case 31:
379
        cutscene_wait(0.65);
380
        break;
381
    case 32:
382
        cutscene_npc_walk(1158, 500, 650, 2, "x", "down");
383
        scene++;
384
        break;
385
    case 33:
386
        cutscene_wait(0.65);
387
        break;
388
    case 34:
389
        cutscene_npc_walk(1165, 480, 650, 3, "x", "down");
390
        scene++;
391
        break;
392
    case 35:
393
        cutscene_wait(0.4);
394
        break;
395
    case 36:
396
        cutscene_npc_walk(1167, 490, 590, 2, "x", "down");
397
        break;
398
    case 37:
399
        cutscene_wait(0.5);
400
        break;
401
    case 38:
402
        cutscene_npc_direction(1167, "up");
403
        break;
404
    case 39:
405
        cutscene_wait(1);
406
        break;
407
    case 40:
408
        cutscene_npc_walk(1167, 490, 690, 2, "x", "down");
409
        break;
410
    case 41:
411
        with (obj_actor_npc_base)
412
        {
413
            if (object_index != obj_player_npc)
414
                instance_destroy();
415
        }
416
        scene++;
417
        break;
418
    case 42:
419
        cutscene_wait(0.5);
420
        break;
421
    case 43:
422
        cutscene_camera_move(obj_pl.x, obj_pl.y, 1);
423
        break;
424
    case 44:
425
        cutscene_camera_reset();
426
        break;
427
    case 45:
428
        cutscene_wait(1.5);
429
        break;
430
    case 46:
431
        cutscene_npc_walk(1168, obj_player_npc.x, 590, 2, "y", "down");
432
        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; }
();
433
        break;
434
    case 47:
435
        instance_create(485, 496, obj_flowey_npc);
436
        obj_flowey_npc.image_alpha = 0;
437
        scene++;
438
        break;
439
    case 48:
440
        obj_flowey_npc.image_alpha = 1;
441
        obj_flowey_npc.npc_direction = "down";
442
        cutscene_npc_action_sprite(3194, 242, 0.2, false);
443
        break;
444
    case 49:
445
        obj_player_npc.npc_direction = "up";
446
        obj_pl.direction = 90;
447
        scene++;
448
        break;
449
    case 50:
450
        cutscene_dialogue();
451
        with (msg)
452
        {
453
            talker[0] = 3194;
454
            message[0] = "* Howdy!";
455
            message[1] = "* Long time no see,#  buddy!";
456
            message[2] = "* I've been wantin' to#  tell ya something.";
457
            message[3] = "* It's been weighing on#  my mind so I truly mean#  it when I say...";
458
            message[4] = "* Told ya so!";
459
            message[5] = "* Haha, sorry! Couldn't#  pass that up!";
460
            message[6] = "* Now I know this is the#  part I tell you to#  ignore Ceroba but...";
461
            message[7] = "* I have a strong feeling#  that wouldn't sway you#  at this point.";
462
            message[8] = "* Honestly, I'm starting#  to wanna see this play#  out!";
463
            message[9] = "* After all...";
464
            message[10] = "* That fox wants to waste#  your SOUL on a science#  fair project!";
465
            message[11] = "* No good!";
466
            message[12] = "* I'm in your corner like#  I've always been so#  don't worry!";
467
            message[13] = "* We'll get rid of her#  and continue down our#  path, easy peasy!";
468
            message[14] = "* It'll all work out in#  the end, pal! ";
469
            prt[0] = 348;
470
            prt[1] = 348;
471
            prt[2] = 347;
472
            prt[3] = 349;
473
            prt[4] = 349;
474
            prt[5] = 3251;
475
            prt[6] = 347;
476
            prt[7] = 348;
477
            prt[8] = 348;
478
            prt[9] = 347;
479
            prt[10] = 349;
480
            prt[11] = 348;
481
            prt[12] = 348;
482
            prt[13] = 348;
483
            prt[14] = 3251;
484
        }
485
        break;
486
    case 51:
487
        if (cutscene_npc_action_sprite_reverse(3194, 242, 0.2, true, 0))
488
        {
489
            instance_destroy(obj_flowey_npc);
490
            cutscene_end();
491
            global.dunes_flag[41] = 6;
492
            global.party_member = -4;
493
            instance_destroy(obj_postgame_walk_blocker);
494
        }
495
        break;
496
}