Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_steamworks_18b_controller_geno_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 -1:
6
        if (obj_pl.y <= 200)
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
            cutscene_advance();
10
            instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc);
11
            obj_steamworks_mo.hsp = 6.5;
12
            obj_steamworks_mo.up_sprite = 3327;
13
            obj_steamworks_mo.up_sprite_idle = 3327;
14
        }
15
        break;
16
    case 0:
17
        if (abs(obj_player_npc.x - 209) > 5)
18
            cutscene_npc_walk(1168, 209, obj_player_npc.y, 3, "x", "up");
19
        else
20
            cutscene_advance();
21
        break;
22
    case 1:
23
        cutscene_audio_fade(obj_radio.current_song, 0, 500, 0.15, false, true);
24
        break;
25
    case 2:
26
        cutscene_music_start(164, 1);
27
        break;
28
    case 3:
29
        cutscene_wait(0.5);
30
        break;
31
    case 4:
32
        with (obj_steamworks_mo)
33
        {
34
            if (x == xstart && !audio_is_playing(snd_mo_slide))
35
                audio_play_sound(snd_mo_slide, 20, 0);
36
            if (hsp > 0)
37
            {
38
                hsp -= 0.1;
39
                x += hsp;
40
            }
41
            if (x >= 210)
42
            {
43
                action_sprite = false;
44
                npc_direction = "down";
45
                x = 210;
46
                other.scene++;
47
            }
48
        }
49
        break;
50
    case 5:
51
        cutscene_npc_reset_sprite(2063, "down");
52
        break;
53
    case 6:
54
        if (cutscene_dialogue())
55
            scr_music_sudden_stop
scr_music_sudden_stop

function scr_music_sudden_stop(arg0, arg1, arg2) { with (instance_create(0, 0, obj_audio_sudden_stop_helper)) { audio_to_fade = arg0; fade_strength = arg1 / 100; audio_stop = arg2; if (audio_stop == false) audio_resume_sound(arg0); } }
(164, 5, 1);
56
        with (msg)
57
        {
58
            talker[0] = 2063;
59
            message[0] = "* Bam!";
60
            message[1] = "* You know who it is, right?";
61
            message[2] = "* It's ya boy";
62
            if (message_current == 2)
63
                message_timer = 10;
64
        }
65
        break;
66
    case 7:
67
        cutscene_npc_action_sprite(1168, 3313, 1, true, 0, 634, 0);
68
        if (obj_player_npc.image_index >= 6)
69
        {
70
            obj_player_npc.up_sprite = 2803;
71
            obj_player_npc.up_sprite_idle = 2803;
72
            obj_player_npc.image_speed = 0;
73
            cutscene_advance(8);
74
        }
75
        break;
76
    case 8:
77
        with (obj_steamworks_mo)
78
        {
79
            action_sprite = false;
80
            down_sprite_idle = 3187;
81
        }
82
        audio_sound_pitch(mus_gimme_ur_cash_yellow, 1);
83
        cutscene_wait(1.5);
84
        break;
85
    case 9:
86
        cutscene_dialogue();
87
        with (msg)
88
        {
89
            talker[0] = 2063;
90
            message[0] = "* ...Mo.";
91
            message[1] = "* Hey, buddy... What's with the#  piece?";
92
            message[2] = "* I thought we had a connection,#  ya know?";
93
            message[3] = "* Like some sorta vaguely#  illegal partnership!";
94
            message[4] = "* You don't think I'm here to#  stab ya in the back, do you?";
95
            message[5] = "* I may be many things but the#  last thing I am is a snitch!";
96
        }
97
        break;
98
    case 10:
99
        cutscene_wait(1);
100
        break;
101
    case 11:
102
        obj_player_npc.action_sprite = false;
103
        if (cutscene_npc_walk_relative(1168, 0, -10, 0.5, "x", "up"))
104
        {
105
            obj_steamworks_mo.up_sprite = 2992;
106
            obj_steamworks_mo.up_sprite_idle = 2992;
107
        }
108
        break;
109
    case 12:
110
        cutscene_npc_walk_relative(2063, 0, -10, 0.5, "y", "down");
111
        break;
112
    case 13:
113
        cutscene_dialogue();
114
        with (msg)
115
        {
116
            talker[0] = 2063;
117
            message[0] = "* Hey hey hey!!";
118
            message[1] = "* There ain't nothin' up my#  sleeve, kid! Nothin' but fur#  and admittedly cheap cologne!";
119
            message[2] = "* What you see is what you get#  with Mo!";
120
            message[3] = "* I ain't some unassuming badass#  waiting for a chance to unleash#  an attack!";
121
            message[4] = "* I'm just a salesman, alright?";
122
            message[5] = "* I'll leave, just put down the#  gun.";
123
            ch_msg = 5;
124
            ch[1] = "Rob";
125
            ch[2] = "Refrain";
126
            if (outcome == 1)
127
            {
128
                message[6] = "* It's money you want, right?";
129
                message[7] = "* Everyone loves money!";
130
                message[8] = "* H-Here, this is all I got!";
131
                message[9] = "* (You received 450G.)";
132
                other.choice = 2;
133
            }
134
            talker[9] = -4;
135
            talker[10] = 2063;
136
            if (message_current == 8)
137
                sound_noloop = false;
138
            if (message_current == 9 && sound_noloop == false)
139
            {
140
                global.player_gold += 450;
141
                audio_play_sound(snd_success, 1, 0);
142
                sound_noloop = true;
143
            }
144
            if (outcome == 2)
145
                other.choice = 1;
146
        }
147
        break;
148
    case 14:
149
        with (obj_player_npc)
150
        {
151
            if (sprite_index != spr_pl_up_geno_shoot)
152
            {
153
                action_sprite = true;
154
                sprite_index = spr_pl_up_geno_shoot;
155
                image_speed = 1;
156
                image_index = 9;
157
            }
158
            else if (image_index >= (image_number - 1))
159
            {
160
                image_speed = 0;
161
                image_index = image_number - 1;
162
                with (other)
163
                    cutscene_wait(1.5);
164
            }
165
        }
166
        break;
167
    case 15:
168
        obj_pl.action_sprite = false;
169
        cutscene_dialogue();
170
        with (msg)
171
        {
172
            talker[0] = 2063;
173
            if (other.choice == 1)
174
            {
175
                message[0] = "* Okay...";
176
                message[1] = "* Okay. We're cool, right?";
177
                message[2] = "* ...";
178
                message[3] = "* Ya know, I'm just gonna take#  my window and get outta here.";
179
                message[4] = "* I think I've had enough of#  this lifestyle...";
180
            }
181
            else
182
            {
183
                message[0] = "* Man...";
184
                message[1] = "* It's over for me.";
185
                message[2] = "* I'm a goner...";
186
                message[3] = "* If not now, tomorrow.";
187
                message[4] = "* ...";
188
                message[5] = "* Enjoy that G. It's good#  company.";
189
            }
190
        }
191
        break;
192
    case 16:
193
        cutscene_wait(1.5);
194
        break;
195
    case 17:
196
        cutscene_sfx_play(325, 1);
197
        obj_steamworks_mo.up_sprite = 3327;
198
        obj_steamworks_mo.up_sprite_idle = 3713;
199
        obj_steamworks_mo.npc_direction = "up";
200
        break;
201
    case 18:
202
        cutscene_wait(0.5);
203
        if (instance_exists(obj_camera))
204
            instance_destroy(obj_camera);
205
        break;
206
    case 19:
207
        cutscene_camera_move(obj_pl.x, 130, 1);
208
        break;
209
    case 20:
210
        cutscene_instance_create(210, -40, 437);
211
        break;
212
    case 21:
213
        if (cutscene_npc_walk(437, 210, 95, 2, "y", "down"))
214
        {
215
            obj_manta_npc.action_sprite = true;
216
            obj_manta_npc.npc_dynamic_depth = false;
217
            obj_manta_npc.depth = 1000006;
218
            obj_manta_npc.sprite_index = spr_steamworks_manta_down_idle;
219
            obj_manta_npc.image_speed = 0.2;
220
        }
221
        break;
222
    case 22:
223
        cutscene_wait(0.5);
224
        break;
225
    case 23:
226
        obj_steamworks_mo.npc_dynamic_depth = false;
227
        obj_steamworks_mo.depth = obj_manta_npc.depth - 100000;
228
        cutscene_npc_walk(2063, 210, 80, 2, "y", "down");
229
        break;
230
    case 24:
231
        cutscene_wait(1.5);
232
        break;
233
    case 25:
234
        obj_manta_npc.action_sprite = false;
235
        cutscene_npc_walk(437, 210, -60, 2, "y");
236
        obj_steamworks_mo.npc_direction = obj_manta_npc.npc_direction;
237
        obj_steamworks_mo.y = obj_manta_npc.y - 15;
238
        break;
239
    case 26:
240
        cutscene_wait(1);
241
        global.sworks_flag[10] = 2;
242
        scr_radio_restart
scr_radio_restart

function scr_radio_restart() { with (obj_radio) event_user(0); }
();
243
        break;
244
    case 27:
245
        cutscene_camera_move(obj_pl.x, obj_pl.y, 2);
246
        break;
247
    case 28:
248
        cutscene_camera_reset();
249
        cutscene_end();
250
        instance_destroy(obj_steamworks_mo);
251
        instance_destroy(obj_manta_npc);
252
        break;
253
}