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gml_Object_obj_npc_searby_break_1_Step_0

(view raw script w/o annotations or w/e)
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depth = -999
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interact = 0
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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 (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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        if (sprite_index != spr_npc_searby)
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        {
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            image_index = 0
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            sprite_index = spr_npc_searby
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        }
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    }
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    else if (sprite_index != spr_npc_searby_talk)
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    {
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        image_index = 0
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        sprite_index = spr_npc_searby_talk
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    }
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}
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else
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    is_talking = false
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if (ds_map_find_value(global.npc_map, npc_id) != npc_flag)
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    ds_map_replace(global.npc_map, npc_id, npc_flag)
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if interact
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{
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    scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
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    is_talking = 1
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    switch npc_flag
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    {
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        case 0:
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            with (msg)
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            {
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                message[0] = "* What an introduction, right?"
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                message[1] = "* Hope ya didn't have any stage#  fright!"
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                message[2] = "* Stages can be scary! All...#  wooden, occasionally making#  faces at you..."
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            }
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            npc_flag = 1
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            break
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        case 1:
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            with (msg)
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            {
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                message[0] = "* I'm from out of town like#  yourself."
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                message[1] = "* Got some folks I'm close to#  back west."
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                message[2] = "* I really gotta get 'em over#  here soon! They'd love the#  atmosphere!"
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            }
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            npc_flag = 2
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            break
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        case 2:
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            with (msg)
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                message[0] = "* Good luck out there, human!"
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            break
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    }
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}