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gml_Object_obj_fliernpc_Step_0

(view raw script w/o annotations or w/e)
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script_execute(gml_Script_scr_depth, 0, 0, 0, 0, 0)
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if (instance_exists(obj_dialogue) && talk == true)
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{
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    if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current]))
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        sprite_index = spr_fliernpcfly
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    else
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        sprite_index = spr_fliernpctalk
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}
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if (!instance_exists(obj_dialogue))
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    sprite_index = spr_fliernpcfly
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if (keyboard_multicheck_pressed(0) && 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; } }
() == true)
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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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    talk = 1
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    switch global.sideNpc[0]
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    {
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        case 0:
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            with (msg)
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            {
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                portrait = false
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                sndfnt = 99
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                message[0] = "* Oh hey! I was just thinking..."
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                message[1] = "* I really have to show you#  this house I'm checking out!"
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                message[2] = "* It's on a beach just#  outside of the Ruins. "
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                message[3] = "* Hey, what's with that look?#* I'm following your advice#  and being myself. "
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                message[4] = "* I'll just be myself in#  a really cool beach house! "
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            }
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            global.sideNpc[0] = 1
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            break
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        case 1:
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            with (msg)
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            {
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                portrait = false
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                sndfnt = 99
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                message[0] = "* You gotta get out and#  live a little once in#  a while. "
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                message[1] = "* If you stay in one place#  too long it feels like things#  start to loop. "
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                message[2] = "* It can drive you a little#  crazy. "
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            }
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            global.sideNpc[0] = 2
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            break
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        case 2:
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            with (msg)
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            {
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                portrait = false
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                sndfnt = 99
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                message[0] = "* I'm totally gonna learn all#  the hip dance moves out there!"
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            }
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            break
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    }
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}
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if ((!instance_exists(obj_dialogue)) && talk == true)
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    talk = false