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gml_Object_obj_debug_main_menu_Step_0

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1
if live_call()
2
    return global.live_result;
3
if instance_exists(obj_transition_white_debug)
4
{
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    pos = -1
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    return;
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}
8
scr_get_input
scr_get_input

function scr_get_input() //gml_Script_scr_get_input { if live_call() return global.live_result; scr_stick_press() global.down_key = (keyboard_check(vk_down) || gamepad_button_check(0, gp_padd) || gamepad_axis_value(0, gp_axislv)) global.left_key = (keyboard_check(vk_left) || gamepad_button_check(0, gp_padl) || (-(gamepad_axis_value(0, gp_axislh)))) global.right_key = (keyboard_check(vk_right) || gamepad_button_check(0, gp_padr) || gamepad_axis_value(0, gp_axislh)) global.up_key = (keyboard_check(vk_up) || gamepad_button_check(0, gp_padu) || (-(gamepad_axis_value(0, gp_axislv)))) global.down_keyp = (keyboard_check_pressed(vk_down) || gamepad_button_check_pressed(0, gp_padd) || down_stick) global.left_keyp = (keyboard_check_pressed(vk_left) || gamepad_button_check_pressed(0, gp_padl) || left_stick) global.right_keyp = (keyboard_check_pressed(vk_right) || gamepad_button_check_pressed(0, gp_padr) || right_stick) global.up_keyp = (keyboard_check_pressed(vk_up) || gamepad_button_check_pressed(0, gp_padu) || up_stick) if ((gamepad_button_check_pressed(0, gp_padd)) + (gamepad_button_check_pressed(0, gp_padu)) + (gamepad_button_check_pressed(0, gp_padl)) + (gamepad_button_check_pressed(0, gp_padr)) + down_stick + left_stick + right_stick + up_stick + (gamepad_button_check_pressed(0, global.button1)) + (gamepad_button_check_pressed(0, global.button2)) + (gamepad_button_check_pressed(0, global.button3)) + instance_exists(obj_phone_controls)) global.using_gamepad = true else if keyboard_check(vk_anykey) global.using_gamepad = false if global.using_gamepad { if (global.button1 == gp_face1) global.action_key = "A" else if (global.button1 == gp_face2) global.action_key = "B" else if (global.button1 == gp_face3) global.action_key = "X" else if (global.button1 == gp_face4) global.action_key = "Y" if (global.button2 == gp_face1) global.cancel_key = "A" else if (global.button2 == gp_face2) global.cancel_key = "B" else if (global.button2 == gp_face3) global.cancel_key = "X" else if (global.button2 == gp_face4) global.cancel_key = "Y" if (global.button3 == 32769) global.pause_key = "A" else if (global.button3 == 32770) global.pause_key = "B" else if (global.button3 == 32771) global.pause_key = "X" else if (global.button3 == 32772) global.pause_key = "Y" } else { global.pause_key = "C" global.action_key = "Z" global.cancel_key = "X" } if instance_exists(obj_phone_controls) { global.down_key += obj_phone_controls.phn_down global.left_key += obj_phone_controls.phn_left global.right_key += obj_phone_controls.phn_right global.up_key += obj_phone_controls.phn_up global.down_keyp = sign(global.down_keyp + obj_phone_controls.phn_downp) global.left_keyp = sign(global.left_keyp + obj_phone_controls.phn_leftp) global.right_keyp = sign(global.right_keyp + obj_phone_controls.phn_rightp) global.up_keyp = sign(global.up_keyp + obj_phone_controls.phn_upp) } }
()
9
if global.down_keyp
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{
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    audio_play_sound(snd_mo_pop, 1, 0)
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    if (pos < 2)
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        pos += 1
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    else if (pos == 2)
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        pos = 4
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    else if (pos == 3)
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        pos = 5
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}
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if global.up_keyp
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{
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    audio_play_sound(snd_mo_pop, 1, 0)
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    if (pos == 1)
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        pos = 0
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    if (pos == 2 || pos == 3)
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        pos = 1
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    else if (pos == 4)
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        pos = 2
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    else if (pos == 5)
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        pos = 3
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}
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if global.right_keyp
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{
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    audio_play_sound(snd_mo_pop, 1, 0)
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    if (pos == 2)
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        pos = 3
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    else if (pos == 3)
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        pos = 6
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    else if (pos == 6)
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        pos = 2
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    else if (pos == 4)
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        pos = 5
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    else if (pos == 5)
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        pos = 4
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}
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if global.left_keyp
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{
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    audio_play_sound(snd_mo_pop, 1, 0)
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    if (pos == 3)
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        pos = 2
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    else if (pos == 2)
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        pos = 3
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    else if (pos == 6)
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        pos = 2
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    else if (pos == 5)
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        pos = 4
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    else if (pos == 4)
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        pos = 5
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}
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if (pos > 5)
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    page = 2
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else
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    page = 1
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if keyboard_multicheck_pressed(0)
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{
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    if (pos == 0)
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    {
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        scr_loadgame
scr_loadgame

function scr_loadgame() //gml_Script_scr_loadgame { if file_exists("Save.sav") { scr_initialize() ini_open("Save.sav") var LoadedRoom = ini_read_string("Save1", "room", "rm_ruins00") obj_pl.x = ini_read_real("Save1", "pX", 320) obj_pl.y = ini_read_real("Save1", "pY", 320) obj_pl.direction = ini_read_real("Save1", "dir", 0) obj_controller.steps = ini_read_real("Save1", "SP", 0) global.player_attack = ini_read_real("Save1", "AT - Primary", 0) global.player_weapon_modifier_attack = ini_read_real("Save1", "AT - Secondary", 0) global.player_defense = ini_read_real("Save1", "DFP", 0) global.player_armor_modifier_defense = ini_read_real("Save1", "DFS", 0) global.player_level = ini_read_real("Save1", "LV", 1) global.player_exp = ini_read_real("Save1", "EXP", 0) global.player_weapon_modifier = ini_read_string("Save1", "Ammo", "Rubber Ammo") global.player_armor = ini_read_string("Save1", "Armor", "Worn Hat") global.player_armor_modifier = ini_read_string("Save1", "Accessory", "Patch") global.player_gold = ini_read_real("Save1", "Gold", 0) global.current_hp_self = ini_read_real("Save1", "HP", 1) global.max_hp_self = ini_read_real("Save1", "MAXHP", 20) global.player_weapon = ini_read_string("Save1", "Weapon", "Toy Gun") global.fun_value = ini_read_real("Save1", "FUN", 0) global.current_pp_self = ini_read_real("Save1", "PP", 0) global.max_pp_self = ini_read_real("Save1", "MAXPP", 20) global.current_sp_self = ini_read_real("Save1", "SP", 0) global.max_sp_self = ini_read_real("Save1", "MAXSP", 99) global.player_sprites = ini_read_string("Save1", "playerSprite", "normal") global.current_rp_self = ini_read_real("Save1", "RP", 0) global.max_rp_self = ini_read_real("Save1", "MAXRP", 0) global.player_can_run = ini_read_real("Save1", "playerCanRun", 1) global.saved_datetime = date_current_datetime() global.elapsed_seconds = ini_read_real("Playtime", "Seconds", 0) var _party_member = ini_read_string("Save1", "Follower", "noone") if (_party_member == "noone") global.party_member = noone else global.party_member = asset_get_index(_party_member) global.player_has_satchel = ini_read_real("Save1", "Satchel", 0) global.player_can_travel = ini_read_real("Save1", "FTravel", 0) for (var i = 0; i < array_length_1d(global.ruins_flag); i++) global.ruins_flag[i] = ini_read_real("RuinsFlags", string(i), false) for (i = 0; i < array_length_1d(global.flag); i++) global.flag[i] = ini_read_real("Flags", string(i), false) for (i = 0; i < array_length_1d(global.snowdin_flag); i++) global.snowdin_flag[i] = ini_read_real("SnowdinFlags", string(i), false) for (i = 0; i < array_length_1d(global.dunes_flag); i++) global.dunes_flag[i] = ini_read_real("DunesFlags", string(i), false) for (i = 0; i < array_length_1d(global.dunes_flag_ext); i++) global.dunes_flag_ext[i] = ini_read_real("DunesFlagsExt", string(i), false) for (i = 0; i < array_length_1d(global.sworks_flag); i++) global.sworks_flag[i] = ini_read_real("SworksFlags", string(i), false) global.factory_code = ini_read_string("SworksFlags", "code", "0000") global.factory_code_3 = ini_read_string("SworksFlags", "code3", "0000") var ds_factory_code_2 = ini_read_string("SworksFlags", "code2", "") ds_list_read(global.factory_code_2, ds_factory_code_2) global.sworks_robot_count = ini_read_real("SworksFlags", "RbCount", 0) for (i = 0; i < global.sworks_robot_count; i++) { global.sworks_robot_sprite[i] = ini_read_real("RbSprite", string(i), 0) global.sworks_robot_x[i] = ini_read_real("RbX", string(i), 0) global.sworks_robot_y[i] = ini_read_real("RbY", string(i), 0) global.sworks_robot_depth[i] = ini_read_real("RbD", string(i), 0) global.sworks_robot_scale[i] = ini_read_real("RbS", string(i), 0) global.sworks_robot_angle[i] = ini_read_real("RbA", string(i), 0) } ds_grid_read(global.sworks_id_grid, ini_read_string("SworksFlags", "sworks_id", "")) for (i = 0; i < array_length_1d(global.item_stock); i++) global.item_stock[i] = ini_read_real("ItemStock", string(i), false) for (i = 0; i < array_length_1d(global.hotland_flag); i++) global.hotland_flag[i] = ini_read_real("HotlandFlags", string(i), false) for (i = 0; i < array_length_1d(global.flowey_flag); i++) global.flowey_flag[i] = ini_read_real("FloweyFlags", string(i), false) global.flowey_save_number = ini_read_real("FloweyFlags", "savenumber", 0) global.save_count = ini_read_real("FloweyFlags", "savecount", 1) for (i = 0; i < array_length_1d(global.extra_flag); i++) global.extra_flag[i] = ini_read_real("ExtraFlags", string(i), false) for (i = 0; i < array_length_1d(global.mail_flag); i++) global.mail_flag[i] = ini_read_real("MailFlags", string(i), false) for (i = 0; i < array_length_1d(global.mail_flag); i++) global.mail_flag[i] = ini_read_real("MailFlags", string(i), false) global.mail_count = ini_read_real("Mail", "1", 0) global.mail_pinned = ini_read_real("Mail", "2", 0) global.tinypuzzle = ini_read_real("Misc", "01", 5) deaths = ini_read_real("Misc", "Deaths", false) for (i = 0; i < array_length(global.fun_event); i++) global.fun_event[i] = ini_read_real("Fun Events", string(i), 0) for (i = 1; i <= 8; i++) global.item_slot[i] = ini_read_string("Items", ("0" + (string(i - 1))), "Nothing") var ds_list_string = ini_read_string("DBox", 0, "0") ds_list_read(global.box_slot_list, ds_list_string) ds_list_string = ini_read_string("Mail", 0, "0") ds_list_read(global.mail_list, ds_list_string) ds_list_string = ini_read_string("Mail", "3", "0") ds_list_read(global.mail_list_read, ds_list_string) ds_list_string = ini_read_string("MailUnclaimed", 0, "0") ds_list_read(global.mail_unclaimed_list, ds_list_string) var ds_list_encounters = ini_read_string("Encounters", 0, "0") ds_list_read(global.encounter_list, ds_list_encounters) ...
()
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        audio_stop_sound(creepymus)
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    }
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    if (pos == 1)
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    {
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        if (current_route == "Pacifist")
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            current_route = "Neutral"
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        else if (current_route == "Neutral")
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            current_route = "Geno"
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        else if (current_route == "Geno")
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            current_route = "Geno Complete"
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        else if (current_route == "Geno Complete")
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            current_route = "Pacifist"
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    }
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    if (pos >= 2)
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    {
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        var trn = instance_create(0, 0, obj_transition_white_debug)
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        trn.new_route = current_route
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        audio_stop_sound(creepymus)
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        audio_play_sound(snd_mo_pop, 1, 0)
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        audio_play_sound(mus_cymbal, 1, 0)
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        switch pos
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        {
90
            case 2:
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                trn.new_room = 6
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                break
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            case 3:
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                trn.new_room = 43
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                break
96
            case 4:
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                trn.new_room = 77
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                break
99
            case 5:
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                trn.new_room = 105
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                break
102
            case 6:
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                trn.new_room = 127
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                break
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        }
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107
        return;
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    }
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}