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gml_Object_obj_micro5_Step_0

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if keyboard_multicheck_pressed(0)
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{
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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; } }
() == true)
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    {
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        if (obj_pl.direction == 90 && global.tinypuzzle == 1)
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        {
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            global.cutscene = true
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            audio_play_sound(snd_tinyfroggit, 10, 0)
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            audio_sound_pitch(snd_tinyfroggit, 3)
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            global.tinypuzzle = 0
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            alarm[0] = 30
alarm[0]

global.cutscene = false if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) with (msg) { portrait = false sndfnt = 99 message[0] = "* (You hear movement in the# distance...)" message[1] = "* (An intimidating presence fills# the Ruins.)" }
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        }
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    }
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}