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gml_Object_obj_chest_dunes2_Step_0

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1
if (scr_interact
scr_interact

function scr_interact() //gml_Script_scr_interact { if (distance_to_object(obj_pl) < 20 && obj_pl.state == gml_Script_scr_normal_state) { var pl_dir = obj_pl.direction var pl_x = 0 var pl_y = 0 var check_distance_x = 0 var check_distance_y = 0 switch pl_dir { case 0: pl_x = obj_pl.bbox_right pl_y = obj_pl.bbox_top + 1 check_distance_x = 20 break case 180: pl_x = obj_pl.bbox_left pl_y = obj_pl.bbox_top + 1 check_distance_x = -20 break case 90: pl_x = obj_pl.x pl_y = obj_pl.bbox_top check_distance_y = -20 break case 270: pl_x = obj_pl.x pl_y = obj_pl.bbox_bottom check_distance_y = 20 break } if collision_line_first(pl_x, pl_y, (pl_x + check_distance_x), (pl_y + check_distance_y), id, false, false) return true; } }
() && keyboard_multicheck_pressed(0))
2
{
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    scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
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    waiter = 1
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}
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if (waiter == 1)
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{
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    if (global.route != 3)
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    {
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        with (msg)
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        {
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            message[0] = "* (The waterlogged remains of an#  old chest.)"
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            message[1] = "* (You spy a small, dry, paper#  bag cradled in the interior of#  the lid."
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            message[2] = "* (Will you take it?)"
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            ch_msg = 2
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            ch[1] = "Yes"
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            ch[2] = "No"
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            if (outcome == 1)
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            {
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                if scr_item
scr_item

function scr_item(argument0) //gml_Script_scr_item { nm = argument0 var i = 1 while (i <= 8) { if (global.item_slot[i] == "Nothing") { global.item_slot[i] = nm return true; } else { if (i == 8) return false; i++ continue } } }
("Trail Mix")
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                {
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                    message[3] = "* (You got some trail#  mix!)"
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                    global.dunes_flag[14] = 1
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                    instance_destroy(other)
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                }
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                else
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                {
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                    audio_play_sound(snd_fail, 1, 0)
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                    message[3] = "* (Not enough space.)"
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                }
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                other.waiter = 0
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            }
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            if (outcome == 2)
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            {
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                global.dialogue_open = false
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                other.waiter = 0
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            }
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        }
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    }
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    else
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    {
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        with (msg)
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            message[0] = "* (An old chest.)"
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        waiter = 0
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    }
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}