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gml_Object_obj_doorway_blocker_dalvshouse_Other_10

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1
if live_call()
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    return global.live_result;
3
if (waiter == 0)
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    waiter++
5
if (waiter == 1)
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{
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    global.cutscene = true
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    obj_pl.direction = 180
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    waiter++
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}
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if (waiter == 2)
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{
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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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    with (msg)
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    {
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        if (!instance_exists(obj_dialoguebox_dummy))
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            instance_create(0, 0, obj_dialoguebox_dummy)
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        portrait = true
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        sndfnt = 99
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        sndfnt_array[0] = 100
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        sndfnt_array[1] = 99
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        sndfnt_array[2] = 100
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        message[0] = "* Are you ready to leave?"
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        message[1] = "* Leave Dalv's house?"
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        prt[0] = 1755
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        if (outcome == 1 && message_current == 1)
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        {
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            obj_doorway_blocker_dalvshouse.response = "yes"
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            obj_doorway_blocker_dalvshouse.waiter = 7
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            message[2] = "* If that's what you want,#  I'll lead the way."
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            prt[2] = 1776
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            sndfnt = 100
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        }
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        else if (outcome == 2 && message_current == 1)
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        {
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            obj_doorway_blocker_dalvshouse.response = "no"
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            obj_doorway_blocker_dalvshouse.waiter = 7
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            message[2] = "* Alright, take as long as#  you like."
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            prt[2] = 1776
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            sndfnt = 100
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        }
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        if (message_current == 0 || message_current == 2)
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            sndfnt = 100
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        else
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        {
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            obj_dalv2.image_index = 0
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            obj_dalv2.image_speed = 0
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            sndfnt = 99
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        }
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        ch_msg = 1
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        ch[1] = "Yes"
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        ch[2] = "No"
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    }
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}
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if (waiter == 5 && (!instance_exists(obj_dialogue)))
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    waiter++
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if (waiter == 6)
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{
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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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    with (msg)
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    {
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        if (obj_doorway_blocker_dalvshouse.response == "yes")
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        {
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            portrait = true
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            sndfnt = 100
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            message[0] = "* If that's what you want,#  I'll lead the way."
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            prt[0] = 1776
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        }
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        else if (obj_doorway_blocker_dalvshouse.response == "no")
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        {
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            portrait = true
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            sndfnt = 100
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            message[0] = "* Alright, take as long as#  you like."
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            prt[0] = 1776
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        }
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    }
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    waiter++
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}
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if (waiter >= 7 && waiter <= 8 && (!instance_exists(obj_dialogue)))
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{
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    with (obj_dialoguebox_dummy)
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        instance_destroy()
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    if (response == "yes")
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    {
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        instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc)
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        obj_pl.image_alpha = 0
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        waiter = 10
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    }
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    if (response == "no")
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    {
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        obj_dalv2.direction = 270
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        if (obj_dalv2.x == obj_dalv2.default_x_dalvshouse && obj_dalv2.y == obj_dalv2.default_y_dalvshouse)
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        {
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            if (!instance_exists(obj_player_npc))
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                instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc)
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            obj_pl.image_alpha = 0
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            waiter = 9
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        }
99
    }
100
}
101
if (waiter == 9)
102
{
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    if cutscene_npc_walk(1168, obj_pl.x, 115, 3, "y", "up")
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    {
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        user_event_0_activated = false
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        global.cutscene = false
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        waiter = 0
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        obj_pl.alarm[0] = 1
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        instance_destroy(obj_player_npc)
110
    }
111
}
112
if (waiter == 10)
113
{
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    if cutscene_npc_walk(1168, obj_pl.x, 115, 3, "y", "up")
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    {
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        obj_dalv2.destination_x_dalv = 219
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        obj_dalv2.destination_y_dalv = 90
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        no_loop_autowalk = false
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        waiter = 11
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        instance_destroy(obj_player_npc)
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    }
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}
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if (waiter == 11)
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{
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    if (obj_dalv2.x == obj_dalv2.destination_x_dalv && obj_dalv2.y == obj_dalv2.destination_y_dalv)
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        waiter++
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}
128
if (waiter == 12)
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{
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    obj_dalv2.destination_x_dalv = 220
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    obj_dalv2.destination_y_dalv = -40
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    if (obj_dalv2.x == 220 && obj_dalv2.y <= 20)
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    {
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        with (obj_pl)
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        {
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            if (!instance_exists(obj_transition))
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            {
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                obj_pl.state = gml_Script_scr_frozen_state
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               alarm[0]
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                trn = instance_create(x, y, obj_transition)
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                trn.newRoom = 36
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                trn.xx = 156
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                trn.yy = 530
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            }
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        }
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    }
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    if (abs(obj_pl.y - obj_dalv2.y) > 40)
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    {
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        with (obj_pl)
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        {
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            if (state != gml_Script_scr_autowalk_state)
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            {
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                autowalk_direction = "up"
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                state = gml_Script_scr_autowalk_state
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            }
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            player_mode = "DalvExit"
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        }
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    }
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}
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if (waiter >= 1 && waiter < 11)
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    obj_dalv2.direction = 0