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gml_Object_obj_lemonadestand_Step_0

(view raw script w/o annotations or w/e)
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with (other)
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{
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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; } }
())
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        scene = 1
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    switch scene
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    {
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        case 1:
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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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            if (global.flag[0 Lemonade collected] == 0)
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            {
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                with (msg)
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                {
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                    dialogue_is_minishop = true
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                    message[0] = "* (According to the price list,#  it's a lemonade stand: 5g a#  glass.)"
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                    message[1] = "* (Take some?)"
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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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                    if (outcome == 1)
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                    {
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                        message[2] = "* (You pour yourself a glass but#  there is no attendant to take#  your money. What poor service.)"
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                        message[3] = "* (Leave a tip?)"
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                        scr_item
scr_item

function scr_item(argument0) //gml_Script_scr_item { nm = argument0 var i = 1 while (i <= 8) { if (global.item_slot[i] == "Nothing") { global.item_slot[i] = nm return true; } else { if (i == 8) return false; i++ continue } } }
("Lemonade")
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                        global.flag[0 Lemonade collected] = 1
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                        other.image_index = 1
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                        other.scene++
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                    }
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                    if (outcome == 2)
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                        global.dialogue_open = false
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                }
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            }
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            else
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            {
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                with (msg)
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                {
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                    dialogue_is_minishop = true
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                    message[0] = "* (There's no lemonade left.)"
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                }
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            }
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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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                dialogue_is_minishop = true
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                ch_msg = 3
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                ch[1] = "Yes"
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                ch[2] = "No"
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                if (outcome == 1)
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                {
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                    message[4] = "* (How much?)"
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                    other.scene++
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                }
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                if (outcome == 2)
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                    global.dialogue_open = false
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            }
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            break
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        case 3:
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            with (msg)
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            {
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                dialogue_is_minishop = true
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                ch_msg = 4
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                ch[1] = "Large\nAmount"
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                ch[2] = "Small\nAmount"
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                if (outcome == 1)
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                {
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                    if (global.player_gold > 5)
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                    {
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                        global.player_gold -= 5
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                        message[5] = "* (You leave 5g in the tip jar.#  Your conscience feels light as#  a feather.)"
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                    }
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                    else if (global.player_gold < 5 && global.player_gold > 0)
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                    {
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                        global.player_gold -= global.player_gold
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                        message[5] = "* (You leave all you have in the#  tip jar.)"
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                    }
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                    else if (global.player_gold <= 0)
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                        message[5] = "* (You have no gold.)"
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                    other.scene++
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                }
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                if (outcome == 2)
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                {
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                    if (global.player_gold >= 1)
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                    {
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                        global.player_gold -= 1
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                        message[5] = "* (You break a coin in half and#  debate which half to throw in#  before tossing one at random.)"
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                        message[6] = "* (They are both worthless anyway#  so it doesn't really matter.)"
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                    }
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                    else if (global.player_gold <= 0)
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                        message[5] = "* (You have no gold.)"
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                    other.scene++
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                }
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            }
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            break
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    }
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    if (!global.dialogue_open)
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        scene = 0
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}