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gml_Object_obj_steamworks_32_cutscene_Step_0

(view raw script w/o annotations or w/e)
1
switch (scene)
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{
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    case 0:
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        if (obj_pl.y < 350)
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            cutscene_advance();
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        break;
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    case 1:
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        cutscene_initialize();
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        break;
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    case 2:
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        cutscene_camera_move(obj_pl.x, 280, 3);
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        break;
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    case 3:
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        scr_radio_fade
scr_radio_fade

function scr_radio_fade(arg0, arg1) { var fade_vol = arg0; var fade_len = arg1; with (obj_radio) audio_sound_gain(current_song, fade_vol, fade_len); }
(0, 500);
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        cutscene_advance();
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        break;
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    case 4:
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        cutscene_follower_into_actor();
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        actor_follower.npc_direction = "up";
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        obj_pl.direction = 90;
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        break;
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    case 5:
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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] = "* Oh, hey.";
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            prt[0] = 370;
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        }
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        break;
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    case 6:
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        cutscene_wait(1);
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        break;
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    case 7:
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        cutscene_npc_walk(actor_follower, 290, 300, 3, "x", "up");
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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] = "* ...Hellooo?";
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            prt[0] = 370;
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        }
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        break;
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    case 9:
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        cutscene_wait(1);
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        break;
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    case 10:
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        cutscene_npc_walk(actor_follower, 290, 260, 1, "x", "up");
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        break;
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    case 11:
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        cutscene_wait(0.5);
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        break;
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    case 12:
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        cutscene_npc_direction(actor_follower, "down");
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        break;
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    case 13:
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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] = "* Rusted through.";
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            prt[0] = 377;
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            position = 0;
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        }
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        break;
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    case 14:
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        obj_ceroba_npc.npc_direction = "up";
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        cutscene_wait(0.75);
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        break;
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    case 15:
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        cutscene_advance();
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        break;
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    case 16:
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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] = "* The sign says \"If the#  receptionist is#  unreceptive...";
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            message[1] = "* ...check with the robot#  control station three#  floors up.\" ";
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            message[2] = "* Robot control#  station...";
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            message[3] = "* Clover! Are you thinking#  what I'm thinking?";
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            prt[0] = 370;
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            prt[1] = 370;
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            prt[2] = 393;
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            prt[3] = 370;
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            ch_msg = 3;
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            ch[1] = "Axis?";
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            ch[2] = "Uh...";
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            position = 0;
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            if (outcome == 1)
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            {
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                message[4] = "* Exactly.";
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                prt[4] = 377;
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            }
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            else if (outcome == 2)
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            {
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                message[4] = "* You zoned out? Listen!";
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                prt[4] = 368;
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            }
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            message[5] = "* If there's some sorta#  \"breaker box\" for all#  robots in the area...";
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            message[6] = "* ...we can shut Axis down#  and get to Hotland#  as planned!";
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            message[7] = "* It's worth an#  investigation at least.#  Let's go!";
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            prt[5] = 377;
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            prt[6] = 370;
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            prt[7] = 377;
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            if (message_current == 3)
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                obj_ceroba_npc.npc_direction = "down";
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        }
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        break;
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    case 17:
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        cutscene_npc_walk(1161, obj_pl.x, obj_pl.y + 30, 3, "x", "up");
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        break;
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    case 18:
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        cutscene_actor_into_follower();
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        break;
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    case 19:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 3);
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        break;
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    case 20:
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        cutscene_end();
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        scr_radio_fade
scr_radio_fade

function scr_radio_fade(arg0, arg1) { var fade_vol = arg0; var fade_len = arg1; with (obj_radio) audio_sound_gain(current_song, fade_vol, fade_len); }
(1, 500);
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        instance_destroy(obj_camera);
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        camera_set_view_target(view_camera[0], 1031);
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        global.sworks_flag[22] = 1;
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        break;
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}