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gml_Object_obj_steamworks_35_cutscene_neutral_Step_0

(view raw script w/o annotations or w/e)
1
switch (scene)
2
{
3
    case 0:
4
        if (obj_pl.x < obj_axis_npc.x)
5
        {
6
            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; }
();
7
            cutscene_advance();
8
        }
9
        break;
10
    case 1:
11
        obj_pl.direction = 90;
12
        cutscene_sfx_play(529, 1);
13
        break;
14
    case 2:
15
        cutscene_wait(0.65);
16
        break;
17
    case 3:
18
        cutscene_sfx_play(529, 1);
19
        break;
20
    case 4:
21
        cutscene_wait(1.5);
22
        break;
23
    case 5:
24
        cutscene_dialogue();
25
        with (msg)
26
        {
27
            talker[0] = 1166;
28
            color = true;
29
            col_modif[0] = 16711935;
30
            message[0] = "* [MAIN POWER SOURCE NOT#  FOUND_]";
31
            message[1] = "* [INITIATING EMERGENCY#  BACKUP POWER_]";
32
            message_col[0][0] = "* [MAIN POWER SOURCE NOT#  FOUND_]";
33
            message_col[1][0] = "* [INITIATING EMERGENCY#  BACKUP POWER_]";
34
            position = 0;
35
        }
36
        break;
37
    case 6:
38
        cutscene_npc_action_sprite(1166, 2989, 0.5, false);
39
        obj_axis_npc.npc_direction = "down";
40
        break;
41
    case 7:
42
        cutscene_wait(0.5);
43
        break;
44
    case 8:
45
        cutscene_music_start(219);
46
        break;
47
    case 9:
48
        cutscene_dialogue();
49
        with (msg)
50
        {
51
            talker[0] = 1166;
52
            message[0] = "* H-H-HUMA-N.";
53
            message[1] = "* Y-YOU HAVE ANGERED ME#  GREATLY.";
54
            message[2] = "* I HAVE HAD IT WITH YOU#  DOING NOTHING AS I FAIL#  OVER AND OVER.";
55
            message[3] = "* DO YOU KNOW HOW HARD IT#  WAS TO GET THE ACID OUT#  OF MY STEEL?";
56
            message[4] = "* I HAD TO PUT MYSELF IN#  A WASHING MACHINE. IT#  WAS QUITE DIZZYING.";
57
            message[5] = "* THOUGH I DO FEEL, AS#  THE KIDS SAY: \"FRESH AS#  HELL.\"";
58
            prt[0] = 473;
59
            prt[1] = 473;
60
            prt[2] = 473;
61
            prt[3] = 473;
62
            prt[4] = 473;
63
            prt[5] = 473;
64
            position = 0;
65
        }
66
        break;
67
    case 10:
68
        cutscene_wait(1);
69
        break;
70
    case 11:
71
        cutscene_dialogue();
72
        with (msg)
73
        {
74
            talker[0] = 1166;
75
            message[0] = "* ...";
76
            message[1] = "* ANYWAY.";
77
            message[2] = "* IF YOU CANNOT TELL, I#  AM [ticked] OFF AND OUT#  OF NON-LETHAL OPTIONS.";
78
            message[3] = "* THAT, AND THIS FURNACE#  HAS A NICE \"TIME TO DIE\"#  AESTHETIC TO IT.";
79
            message[4] = "* SO PREPARE YOURSELF. I#  AM ATTACKING NOW.";
80
            prt[0] = 473;
81
            prt[1] = 473;
82
            prt[2] = 473;
83
            prt[3] = 473;
84
            prt[4] = 473;
85
            position = 0;
86
        }
87
        break;
88
    case 12:
89
        cutscene_wait(0.5);
90
        break;
91
    case 13:
92
        audio_pause_sound(cutscene_music);
93
        cutscene_battle_initiate("axis", true, false);
94
        obj_heart_initiate_battle.flash_delay = 5;
95
        obj_pl.image_alpha = 1;
96
        break;
97
    case 14:
98
        if (instance_exists(obj_heart_initiate_battle_2))
99
        {
100
            instance_destroy(obj_blackout_overworld_2);
101
            instance_destroy(obj_heart_initiate_battle_2);
102
            cutscene_advance();
103
        }
104
        break;
105
    case 15:
106
        cutscene_wait(2.5);
107
        break;
108
    case 16:
109
        cutscene_dialogue();
110
        with (msg)
111
        {
112
            talker[0] = 1166;
113
            message[0] = "* WHAT.";
114
            message[1] = "* MY PROGRAMMING IS#  PREVENTING ME FROM#  ATTACK.";
115
            message[2] = "* IT SAYS YOU ARE NOT A#  CURRENT THREAT OR#  RESISTING ARREST.";
116
            message[3] = "* UGH, [forget] THIS.";
117
            message[4] = "* HERE, I WILL MAKE YOU A#  THREAT.";
118
            prt[0] = 473;
119
            prt[1] = 473;
120
            prt[2] = 473;
121
            prt[3] = 473;
122
            prt[4] = 473;
123
            position = 0;
124
            if (message_current == 1)
125
                audio_resume_sound(other.cutscene_music);
126
        }
127
        break;
128
    case 17:
129
        cutscene_npc_walk(1166, obj_steamworks_35_trashcan.x + 20, obj_steamworks_35_trashcan.y - 1, 2, "x", "left");
130
        break;
131
    case 18:
132
        cutscene_wait(0.5);
133
        cutscene_advance(18.5);
134
        break;
135
    case 18.5:
136
        if (cutscene_npc_action_sprite(1166, 1393, 1, true))
137
        {
138
            obj_steamworks_35_trashcan.image_index = 1;
139
            obj_axis_npc.action_sprite = false;
140
            cutscene_npc_set_sprites(1166, 488, 3297, 3267, 233, 488, 3297, 3267, 233);
141
            cutscene_advance(19);
142
        }
143
        break;
144
    case 19:
145
        cutscene_dialogue();
146
        with (msg)
147
        {
148
            talker[0] = 1166;
149
            message[0] = "* HOLD THIS, IT SUITS#  YOU.";
150
            prt[0] = 473;
151
        }
152
        break;
153
    case 20:
154
        cutscene_npc_walk(1166, obj_pl.x, clamp(obj_pl.y - 30, 90, 10000), 3, "x", "down");
155
        break;
156
    case 21:
157
        cutscene_wait(0.5);
158
        break;
159
    case 22:
160
        cutscene_sfx_play(424, 1);
161
        break;
162
    case 23:
163
        instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc);
164
        obj_player_npc.npc_direction = "up";
165
        obj_player_npc.up_sprite_idle = 3317;
166
        cutscene_npc_set_sprites(1166, 488, 487, 484, 486, 488, 487, 484, 486);
167
        break;
168
    case 24:
169
        cutscene_npc_walk(1166, obj_pl.x, clamp(obj_pl.y - 40, 90, 10000), 3, "y", "down");
170
        break;
171
    case 25:
172
        cutscene_dialogue();
173
        with (msg)
174
        {
175
            talker[0] = 1166;
176
            message[0] = "* THERE. NOW YOU HAVE A#  DRAWN \"WEAPON.\"";
177
            message[1] = "* LOOPHOLES ARE#  WONDERFUL, ARE THEY NOT?";
178
            message[2] = "* YOUR CRIMES END HERE,#  HUMAN.";
179
            prt[0] = 473;
180
            prt[1] = 473;
181
            prt[2] = 473;
182
            position = 0;
183
            if (message_current == 2)
184
                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; }
(other.cutscene_music, 650);
185
        }
186
        break;
187
    case 26:
188
        cutscene_advance();
189
        break;
190
    case 27:
191
        cutscene_battle_initiate("axis", true, true);
192
        cutscene_advance(27.5);
193
        break;
194
    case 28:
195
        audio_stop_all();
196
        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; }
();
197
        obj_pl.x = 700;
198
        obj_pl.y = 140;
199
        obj_pl.direction = 90;
200
        obj_axis_npc.action_sprite = false;
201
        if (cutscene_wait(1))
202
            cutscene_advance(29);
203
        break;
204
    case 29:
205
        cutscene_dialogue();
206
        with (msg)
207
        {
208
            talker[0] = 1166;
209
            message[0] = "* I APOLOGIZE FOR#  TORMENTING YOU AND#  CALLING YOU NAMES.";
210
            message[1] = "* MY CODED PROTOCOL#  BLINDED ME FROM#  SOMETHING...";
211
            message[2] = "* SOMETHING CALLED...#  \"BASIC DECENCY.\"";
212
            message[3] = "* IT IS NOT EASY TO HAVE#  NO CONTROL OVER#  EMOTIONS, YOU KNOW.";
213
            message[4] = "* TO BE HONEST...";
214
            message[5] = "* WHEN I LOOK AT YOU, I#  GROW A LITTLE ENVIOUS.";
215
            message[6] = "* HUMANS AND MONSTERS,#  WHILE DIFFERENT, DO#  SHARE ONE THING.";
216
            message[7] = "* INDIVIDUALITY.";
217
            message[8] = "* YOU HAVE THE FREEDOM TO#  BE UNIQUE. TO CHOOSE.";
218
            message[9] = "* BOTS LIKE ME ARE JUST#  ONE MODEL AMONG MANY.";
219
            message[10] = "* THOUGH, THAT DOES NOT#  SEEM LIKE SUCH THE CASE#  ANYMORE.";
220
            message[11] = "* THE STEAMWORKS HAVE#  SEEN BETTER DAYS, ALONG#  WITH ITS BOTS.";
221
            message[12] = "* BUT I BELIEVE WE CAN#  MAKE IT WORK.";
222
            message[13] = "* IF WE LEFT THIS PLACE,#  WE WOULD ONLY CAUSE#  ISSUES AND BE SHUT DOWN.";
223
            message[14] = "* BUT HERE, WE DO HAVE A#  FORM OF FREEDOM.";
224
            message[15] = "* THE FREEDOM TO BE#  FLAWED.";
225
            message[16] = "* ALL THAT TO SAY, I#  WOULD NOT INVITE ANY#  OTHER HUMANS HERE.";
226
            message[17] = "* SOMEONE WILL JUMP THEM.";
227
            prt[0] = 473;
228
            prt[1] = 473;
229
            prt[2] = 473;
230
            prt[3] = 473;
231
            prt[4] = 473;
232
            prt[5] = 473;
233
            prt[6] = 473;
234
            prt[7] = 473;
235
            prt[8] = 473;
236
            prt[9] = 473;
237
            prt[10] = 473;
238
            prt[11] = 473;
239
            prt[12] = 473;
240
            prt[13] = 473;
241
            prt[14] = 473;
242
            prt[15] = 473;
243
            prt[16] = 473;
244
            prt[17] = 473;
245
            switch (message_current)
246
            {
247
                case 1:
248
                    if (other.cutscene_music == 0)
249
                        other.cutscene_music = audio_play_sound(mus_well_be_okay, 1, 1);
250
                    break;
251
                case 3:
252
                    obj_axis_npc.npc_direction = "right";
253
                    break;
254
                case 5:
255
                    obj_axis_npc.npc_direction = "down";
256
                    break;
257
                case 11:
258
                    obj_axis_npc.npc_direction = "up";
259
                    break;
260
                case 14:
261
                    obj_axis_npc.npc_direction = "down";
262
                    break;
263
            }
264
        }
265
        break;
266
    case 30:
267
        cutscene_wait(1);
268
        break;
269
    case 31:
270
        cutscene_sfx_play(529, 1);
271
        break;
272
    case 32:
273
        cutscene_wait(1);
274
        break;
275
    case 33:
276
        cutscene_sfx_play(529, 1);
277
        break;
278
    case 34:
279
        cutscene_wait(1);
280
        break;
281
    case 35:
282
        cutscene_dialogue();
283
        with (msg)
284
        {
285
            color = true;
286
            message_col[0][0] = "";
287
            col_modif[0] = 16711935;
288
            talker[0] = 1166;
289
            message[0] = "  BACKUP BATTERY EXTREMELY LOW.#  PLEASE RECHARGE.";
290
            message_col[0][0] = "  BACKUP BATTERY EXTREMELY LOW.#  PLEASE RECHARGE.";
291
            message[1] = "* OH, SUPPOSE I SHOULD GO#  DO THAT.";
292
            message[2] = "* RECHARGING WILL RESTORE#  ME BACK TO MY FACTORY#  STATE BUT...";
293
            prt[1] = 473;
294
            prt[2] = 473;
295
            message[3] = "  ADDED \"HATTED HUMAN\" TO#  \"AUTHORIZED\" LIST.";
296
            message_col[3][0] = message[3];
297
            message[4] = "* THERE. NOW I WILL NOT#  ATTEMPT APPREHENSION#  NEXT TIME WE MEET.";
298
            message[5] = "* HAVE A PLEASANT#  JOURNEY, HUMAN.";
299
            prt[4] = 473;
300
            prt[5] = 473;
301
        }
302
        break;
303
    case 36:
304
        audio_sound_gain(cutscene_music, 0, 900);
305
        cutscene_npc_walk(1166, 760, obj_axis_npc.y, 2, "y", "left", 1031, 880, 140);
306
        if (x > (obj_pl.x + 3))
307
            obj_pl.direction = 0;
308
        break;
309
    case 37:
310
        cutscene_wait(2.5);
311
        break;
312
    case 38:
313
        audio_sound_gain(cutscene_music, 1, 300);
314
        cutscene_npc_set_sprites(1166, 488, 487, 484, 487, 488, 487, 484, 487);
315
        break;
316
    case 39:
317
        cutscene_npc_walk(1166, 790, 140, 5, "x", "right");
318
        break;
319
    case 40:
320
        cutscene_dialogue();
321
        with (msg)
322
        {
323
            talker[0] = 1166;
324
            message[0] = "* OH, ONE MORE THING.";
325
            message[1] = "* LEAVE THE POWER ON WHEN#  YOU EXIT, WILL YOU?";
326
            message[2] = "* I LIKE LIVING. ";
327
            message[3] = "* THANKS.";
328
            prt[0] = 473;
329
            prt[1] = 473;
330
            prt[2] = 473;
331
            prt[3] = 473;
332
        }
333
        break;
334
    case 41:
335
        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; }
(cutscene_music, 300);
336
        cutscene_npc_walk(1166, 880, 140, 5, "y", "left");
337
        break;
338
    case 42:
339
        cutscene_wait(0.5);
340
        break;
341
    case 43:
342
        instance_destroy(obj_axis_npc);
343
        global.sworks_flag[31] = 2;
344
        cutscene_end();
345
        break;
346
}