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gml_Object_obj_npc_clover_dunes_12_Step_0

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if global.dialogue_open
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    return;
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event_inherited()
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if (npc_arrived == 1)
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{
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    npc_arrived = 0
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    can_walk = false
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    player_fade_out = true
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}
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obj_pl.x = x
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obj_pl.y = y
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if (player_fade_out == true)
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{
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    if (image_alpha > 0)
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        image_alpha -= 0.1
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    else if (global.party_member != -4)
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    {
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        if (party_noloop == false)
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        {
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            party_noloop = true
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            scr_follower_into_actor
scr_follower_into_actor

function scr_follower_into_actor() //gml_Script_scr_follower_into_actor { if (global.party_member == noone) return false; actor_follower = instance_create(global.party_member.x, global.party_member.y, global.party_member.npc_actor) with (global.party_member) { switch sprite_index { case up_sprite: case up_sprite_idle: case up_sprite_run: other.actor_follower.npc_direction = "up" other.actor_follower.sprite_index = other.actor_follower.up_sprite break case down_sprite: case down_sprite_idle: case down_sprite_run: other.actor_follower.npc_direction = "down" other.actor_follower.sprite_index = other.actor_follower.down_sprite break case left_sprite: case left_sprite_idle: case left_sprite_run: other.actor_follower.npc_direction = "left" other.actor_follower.sprite_index = other.actor_follower.left_sprite break case right_sprite: case right_sprite_idle: case right_sprite_run: other.actor_follower.sprite_index = other.actor_follower.right_sprite break } instance_destroy() } return true; }
()
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            cutscene_npc_walk(actor_follower, x, (y + 20), 3, "x", "up")
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        }
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        else
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        {
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            with (actor_follower)
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            {
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                if npc_arrived
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                {
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                    image_alpha -= 0.1
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                    if (image_alpha <= 0 && (!other.alarm[0]))
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                        other.alarm[0] = 15
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                }
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            }
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        }
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    }
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    else if (!alarm[0])
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        alarm[0] = 15
alarm[0]

if instance_exists(obj_stresso) { obj_stresso.active = true instance_destroy() } else { scr_cutscene_end() global.current_room_overworld = room_get_name(room) instance_create(0, 0, obj_elevator_controller) trs = instance_create(0, 0, obj_transition) with (trs) { newRoom = 93 xx = 160 yy = 125 } }
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}