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gml_Object_obj_steamworks_31_cutscene_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
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    return global.live_result;
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switch (scene)
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{
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    case 0:
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        if (obj_pl.x < 420)
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        {
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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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            audio_sound_gain(obj_radio.current_song, 0, 600);
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            instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc);
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            cutscene_follower_into_actor();
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        }
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        break;
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    case 1:
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        cutscene_npc_walk(1161, 330, 310, 2, "x", "up");
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        cutscene_npc_walk(1168, 370, 310, 2, "x", "up");
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        cutscene_advance(2);
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        break;
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    case 2:
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        if (obj_ceroba_npc.npc_arrived && obj_player_npc.npc_arrived)
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        {
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            obj_ceroba_npc.can_walk = false;
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            obj_ceroba_npc.npc_arrived = false;
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            obj_player_npc.can_walk = false;
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            obj_player_npc.npc_arrived = false;
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            cutscene_advance();
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        }
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        break;
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    case 3:
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        cutscene_wait(1.5);
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        break;
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    case 4:
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        cutscene_npc_direction(1161, "left");
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        break;
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    case 5:
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        cutscene_wait(1.5);
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        break;
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    case 6:
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        cutscene_npc_direction(1161, "up");
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        break;
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    case 7:
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        cutscene_wait(0.5);
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        break;
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    case 8:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1161;
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            message[0] = "* Two paths...";
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            prt[0] = 371;
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        }
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        break;
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    case 9:
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        cutscene_wait(0.5);
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        break;
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    case 10:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1161;
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            message[0] = "* Hold on...";
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            prt[0] = 370;
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        }
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        obj_player_npc.npc_direction = "left";
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        obj_ceroba_npc.npc_direction = "left";
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        break;
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    case 11:
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        cutscene_npc_walk(1161, 250, 310, 3, "x", "left");
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        cutscene_npc_walk(1168, 280, 310, 3, "x", "left");
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        cutscene_advance();
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        break;
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    case 12:
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        if (obj_ceroba_npc.npc_arrived && obj_player_npc.npc_arrived)
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        {
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            obj_ceroba_npc.can_walk = false;
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            obj_ceroba_npc.npc_arrived = false;
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            obj_player_npc.can_walk = false;
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            obj_player_npc.npc_arrived = false;
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            cutscene_advance();
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        }
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        break;
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    case 13:
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        cutscene_camera_move(150, obj_player_npc.y, 2);
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        break;
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    case 14:
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        cutscene_wait(0.75);
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        break;
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    case 15:
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        cutscene_dialogue();
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        with (msg)
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        {
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            position = 1;
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            talker[0] = 1161;
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            message[0] = "* That symbol, I've seen#  it on Chujin's work#  uniform.";
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            message[1] = "* Lemme try one of his#  codes...";
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            prt[0] = 393;
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            prt[1] = 370;
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        }
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        break;
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    case 16:
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        cutscene_npc_walk(1161, 140, 320, 3, "x", "left");
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        break;
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    case 17:
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        cutscene_wait(0.5);
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        break;
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    case 18:
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        cutscene_sfx_play(657, 1);
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3));
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        break;
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    case 19:
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        cutscene_wait(0.2);
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        break;
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    case 20:
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        cutscene_sfx_play(657, 1);
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3));
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        break;
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    case 21:
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        cutscene_wait(0.2);
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        break;
120
    case 22:
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        cutscene_sfx_play(657, 1);
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3));
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        break;
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    case 23:
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        cutscene_wait(0.2);
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        break;
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    case 24:
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        cutscene_sfx_play(364, 1);
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        audio_sound_pitch(snd_fail, 0.5);
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        break;
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    case 25:
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        cutscene_wait(0.5);
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        break;
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    case 26:
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        cutscene_dialogue();
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        with (msg)
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        {
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            position = 1;
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            talker[0] = 1161;
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            message[0] = "* Nope.";
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            prt[0] = 377;
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        }
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        break;
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    case 27:
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        cutscene_wait(0.15);
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        break;
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    case 28:
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        cutscene_sfx_play(657, 1);
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3));
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        break;
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    case 29:
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        cutscene_wait(0.2);
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        break;
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    case 30:
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        cutscene_sfx_play(657, 1);
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3));
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        break;
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    case 31:
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        cutscene_wait(0.2);
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        break;
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    case 32:
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        cutscene_sfx_play(657, 1);
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3));
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        break;
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    case 33:
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        cutscene_wait(0.2);
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        break;
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    case 34:
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        cutscene_sfx_play(364, 1);
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        audio_sound_pitch(snd_fail, 0.5);
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        break;
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    case 35:
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        cutscene_wait(0.5);
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        break;
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    case 36:
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        cutscene_dialogue();
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        with (msg)
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        {
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            position = 1;
180
            talker[0] = 1161;
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            message[0] = "* Ugh.";
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            message[1] = "* Well, I only have one#  left but I've already#  used it. ";
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            message[2] = "* Here goes!";
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            prt[0] = 366;
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            prt[1] = 377;
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            prt[2] = 394;
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            if (message_current == 1)
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                obj_ceroba_npc.npc_direction = "right";
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        }
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        break;
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    case 37:
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        cutscene_wait(0.2);
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        obj_ceroba_npc.npc_direction = "left";
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        break;
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    case 38:
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        cutscene_sfx_play(657, 1);
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3));
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        break;
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    case 39:
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        cutscene_wait(0.2);
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        break;
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    case 40:
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        cutscene_sfx_play(657, 1);
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3));
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        break;
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    case 41:
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        cutscene_wait(0.2);
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        break;
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    case 42:
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        cutscene_sfx_play(657, 1);
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        audio_sound_pitch(snd_beep, random_range(0.7, 1.3));
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        break;
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    case 43:
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        cutscene_wait(0.2);
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        break;
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    case 44:
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        cutscene_sfx_play(378, 1);
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        break;
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    case 45:
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        cutscene_wait(0.75);
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        break;
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    case 46:
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        obj_steamworks_31_door_left.image_speed = 1;
224
        if (obj_steamworks_31_door_left.image_index >= 16)
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        {
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            audio_play_sound(snd_sliding_door_open, 1, 0);
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            cutscene_advance();
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        }
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        break;
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    case 47:
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        if (obj_steamworks_31_door_left.image_index >= (obj_steamworks_31_door_left.image_number - 1))
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            cutscene_wait(1.5);
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        break;
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    case 48:
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        cutscene_npc_direction(1161, "right");
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        break;
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    case 49:
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        cutscene_dialogue();
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        with (msg)
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        {
241
            position = 1;
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            talker[0] = 1161;
243
            message[0] = "* Seriously? Same code as#  the Dunes gate?";
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            message[1] = "* With this kinda#  security, no wonder Axis#  is so vigilant.";
245
            message[2] = "* After you.";
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            prt[0] = 384;
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            prt[1] = 370;
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            prt[2] = 395;
249
        }
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        break;
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    case 50:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 3, true);
253
        cutscene_npc_walk(1161, obj_player_npc.x + 30, obj_player_npc.y, 3, "x", "left");
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        break;
255
    case 51:
256
        cutscene_actor_into_follower();
257
        cutscene_camera_reset(true);
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        audio_sound_gain(obj_radio.current_song, 1, 800);
259
        cutscene_end();
260
        global.sworks_flag[21] = 1;
261
        with (obj_determination)
262
            image_alpha = 1;
263
        var doorway = instance_create_depth(120, 300, 300, obj_doorway);
264
        with (doorway)
265
        {
266
            nextroom = 192;
267
            xx = 720;
268
            yy = 470;
269
            image_xscale = 3;
270
            image_yscale = 1.687;
271
        }
272
        break;
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}