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gml_Object_obj_npc_mailwhale_break1_Step_0

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1
interact = 0
2
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)
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    interact = 1
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if (scene < 7)
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{
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    if (instance_exists(obj_dialogue) && is_talking == true)
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    {
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        if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current]))
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        {
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            image_speed = 0
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            image_index = 0
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        }
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        else
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            image_speed = 0.2
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    }
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    else
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    {
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        image_speed = 0
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        is_talking = false
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    }
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    depth = (-y)
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}
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switch scene
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{
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    case 0:
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        if interact
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        {
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            scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() //gml_Script_scr_cutscene_start { global.cutscene = true obj_pl.state = gml_Script_scr_frozen_state obj_pl.image_index = 0 obj_pl.image_speed = 0 }
()
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            cutscene_advance()
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        }
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        break
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    case 1:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = other.object_index
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            if (global.mail_count < 2)
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            {
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                message[0] = "* Oh hey, I recognize you!"
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                message[1] = "* Ummm... wait, don't tell me!#  It's... Uh..."
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                message[2] = "* Clover! "
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                message[3] = "* Yeah, I remember you! "
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                message[4] = "* I delivered your intro letter!"
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            }
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            else if (global.mail_count >= 2 && global.mail_count < 5)
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            {
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                message[0] = "* You're Clover? Am I right? "
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                message[1] = "* Your name has come up once or#  twice!"
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            }
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            else
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            {
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                message[0] = "* Clover, right? Your name comes#  up all the time!"
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                message[1] = "* You must be real popular!"
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            }
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        }
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        break
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    case 2:
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        cutscene_dialogue()
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        with (msg)
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        {
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            talker[0] = other.object_index
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            message[0] = "* Hm? You look confused..."
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            message[1] = "* Oh right, I'm not rhyming!"
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            message[2] = "* Yeah, that's just a company#  policy."
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            message[3] = "* It gets a little tiresome#  sometimes."
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            message[4] = "* But other than that, I have no#  complaints!"
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            message[5] = "* It's a great job! Wouldn't#  trade it for the world!"
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            message[6] = "* I'm a little worried, though."
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            message[7] = "* These days, those fancy \"cell#  phones\" are all the rage!"
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            message[8] = "* I don't know how long the mail#  service will-"
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        }
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        break
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    case 3:
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        cutscene_audio_fade(obj_radio.current_song, 0, 200, 0.1, false)
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        break
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    case 4:
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        cutscene_sfx_play(snd_bell_ring_cow, 0.75)
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        break
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    case 5:
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        cutscene_wait(2)
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        break
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    case 6:
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        if cutscene_dialogue()
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            y -= 10
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        with (msg)
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        {
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            talker[0] = other.object_index
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            message[0] = "* Oh me! Oh my! My break's come#  to an end!"
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            message[1] = "* See you next time there's#  letters to send!"
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        }
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        break
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    case 7:
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        cutscene_sfx_play(snd_slide_whistle, 0.75)
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        break
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    case 8:
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        depth = (-room_height)
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        if (sprite_index != spr_mail_whale_yellow)
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            sprite_index = spr_mail_whale_yellow
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        image_speed = 0.2
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        if (vspeed > -2)
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            vspeed -= 0.1
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        if (y < 20)
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            cutscene_advance()
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        break
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    case 9:
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        global.dunes_flag_ext[5] = 1
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        cutscene_audio_fade(obj_radio.current_song, 1, 300, 0, true)
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        instance_destroy()
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        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
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        break
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}