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gml_Object_obj_npc_clover_dunes_13_Create_0

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event_inherited()
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depth = (-y)
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up_sprite = 24
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right_sprite = 21
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down_sprite = 23
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left_sprite = 22
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up_sprite_idle = 24
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right_sprite_idle = 21
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down_sprite_idle = 23
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left_sprite_idle = 22
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action_sprite = false
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if (global.route == 3)
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{
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    down_sprite = 2226
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    down_sprite_idle = 2226
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}
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scene = 0
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with (obj_pl)
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{
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    image_alpha = 0
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    direction = 90
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}
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x_dest[0] = x
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y_dest[0] = 210
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npc_direction = "down"
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actor_speed = 3
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axis_override = "x"
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end_direction = "up"
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walk_collider = 1133
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destination_count = 0
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can_walk = false
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player_fade_in = true
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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 }
(1)
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palette_index = 1
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shader_on = true