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gml_Object_obj_martlet_npc_Create_0

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event_inherited()
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up_sprite = spr_martlet_up
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right_sprite = spr_martlet_right
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down_sprite = spr_martlet_down
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left_sprite = spr_martlet_left
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up_sprite_idle = 262
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right_sprite_idle = 263
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down_sprite_idle = 265
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left_sprite_idle = 268
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action_sprite = false
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scene = 0
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if instance_exists(obj_martlet_follower)
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{
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    switch obj_martlet_follower.direction
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    {
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        case 0:
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            npc_direction = "right"
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            sprite_index = right_sprite
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            break
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        case 90:
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            npc_direction = "up"
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            sprite_index = up_sprite
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            break
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        case 180:
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            npc_direction = "left"
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            sprite_index = left_sprite
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            break
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        case 270:
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            npc_direction = "down"
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            sprite_index = down_sprite
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            break
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    }
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}
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x_dest[0] = x
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y_dest[0] = y
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actor_speed = 3
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axis_override = "nothing"
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end_direction = "left"
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walk_collider = -4
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npc_voice_sfx = 102
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scr_load_palette_shader
scr_load_palette_shader

function scr_load_palette_shader() //gml_Script_scr_load_palette_shader { shader_on = false shader_sprite = spr_final_palette palette_sampler = sprite_get_texture(shader_sprite, 0) u_palette_tex = shader_get_sampler_index(sh_palette_swap, "palette_tex") u_palette_index = shader_get_uniform(sh_palette_swap, "palette_index") u_palette_texel_height = shader_get_uniform(sh_palette_swap, "palette_texel_height") u_palette_texel_width = shader_get_uniform(sh_palette_swap, "palette_texel_width") u_palette_x_offset = shader_get_uniform(sh_palette_swap, "palette_x_offset") u_palette_y_offset = shader_get_uniform(sh_palette_swap, "palette_y_offset") u_color_vect = shader_get_uniform(sh_palette_swap, "color_vect") palette_tex = sprite_get_texture(shader_sprite, 0) uniform_info = [texture_get_texel_height(palette_tex), texture_get_texel_width(palette_tex), array_get(texture_get_uvs(palette_tex), 0), array_get(texture_get_uvs(palette_tex), 1), argument[0]] index = 0 }
(0)
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palette_index = 0