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gml_Object_obj_melancholy_blocker_dalvsroom_Step_0

(view raw script w/o annotations or w/e)
1
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 && waiter == 0 && (!instance_exists(obj_dialogue)))
2
    waiter = 1
3
if (waiter == 1)
4
{
5
    global.cutscene = true
6
    audio_play_sound(snd_knock_beautiful, 1, 0)
7
    alarm[0] = 60
alarm[0]

waiter++
8
    waiter++
9
}
10
if (waiter == 3)
11
{
12
    scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
13
    with (msg)
14
    {
15
        portrait = false
16
        sndfnt = 99
17
        message[0] = "* (No answer...)"
18
        message[1] = "* (You hear an organ faintly#  playing on the other side.)"
19
    }
20
    waiter++
21
}
22
if (waiter == 4 && (!instance_exists(obj_dialogue)))
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    waiter++
24
if (waiter == 5)
25
{
26
    global.cutscene = false
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    waiter = 0
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    obj_pl.alarm[0] = 1
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}