Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_interactable_Step_0

(view raw script w/o annotations or w/e)
1
message_length = array_length_1d(message)
2
if keyboard_multicheck_pressed(0)
3
{
4
    if (target_direction != -1 && obj_pl.direction != target_direction)
5
        return;
6
    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; } }
() == true && can_interact == 0)
7
    {
8
        if (global.route == 3 && global.hotland_flag[9] >= 3)
9
        {
10
            if (!instance_exists(obj_dialogue_narrator))
11
            {
12
                var narrator = instance_create_depth(0, 0, -100, obj_dialogue_narrator)
13
                with (narrator)
14
                {
15
                    if (room == rm_castle_05)
16
                        message[0] = "* (...)"
17
                    else
18
                        message[0] = "* (Not of interest.)"
19
                }
20
            }
21
            return;
22
        }
23
        if (!instance_exists(obj_dialogue))
24
            msg = instance_create(x, y, obj_dialogue)
25
        with (msg)
26
        {
27
            portrait = false
28
            sndfnt = 99
29
            for (var i = 0; i < other.message_length; i++)
30
            {
31
                message[i] = other.message[i]
32
                if (i <= (array_length(other.message_col) - 1))
33
                {
34
                    for (var j = 0; j < array_length(other.message_col[i]); j++)
35
                        message_col[i][j] = other.message_col[i][j]
36
                }
37
            }
38
            if (other.color == true)
39
            {
40
                color = other.color
41
                for (var c = 0; c < array_length_1d(other.col_modif); c++)
42
                    col_modif[c] = other.col_modif[c]
43
            }
44
        }
45
        active = true
46
        waiter = 1
47
    }
48
}
49
else
50
    active = false
51
if (can_interact == 1 && (!instance_exists(obj_dialogue)))
52
    can_interact = 0