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gml_Object_obj_hotland_03_elevator_Step_0

(view raw script w/o annotations or w/e)
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if live_call()
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    return global.live_result;
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switch scene
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{
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    case 0:
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        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))
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        {
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            image_speed = 1
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            scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() //gml_Script_scr_cutscene_start { global.cutscene = true obj_pl.state = gml_Script_scr_frozen_state obj_pl.image_index = 0 obj_pl.image_speed = 0 }
()
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            cutscene_advance()
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        }
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        break
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    case 1:
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        if (image_index > (image_number - 1))
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        {
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            image_speed = 0
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            image_index = image_number - 1
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            cutscene_advance()
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        }
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        break
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    case 2:
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        cutscene_wait(0.5)
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        break
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    case 3:
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        instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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        cutscene_advance()
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        break
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    case 4:
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        cutscene_npc_walk(1168, 160, 80, 2, "x", "up")
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        if (obj_pl.y < 90)
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            player_fade_out = true
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        break
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    case 5:
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        cutscene_change_room(208, 160, 220, 0.1)
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        break
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}
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if (player_fade_out == true)
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{
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    if (obj_pl.image_alpha > 0)
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        obj_pl.image_alpha -= 0.2
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}
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if (image_index == 0 && image_speed == 1)
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{
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    if (!audio_is_playing(snd_sliding_door_open))
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        audio_play_sound(snd_sliding_door_open, 1, 0)
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}