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gml_Object_obj_npc_spider_dunes_30_Step_0

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event_inherited()
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if interact
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{
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    can_talk = true
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    is_talking = true
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}
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if (can_talk == true)
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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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    with (msg)
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    {
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        talker[0] = other.id
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        if (other.npc_flag >= 3)
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        {
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            message[0] = "* I am very sorry but we are out#  of stock!"
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            message[1] = "* I'll make sure to bake a fresh#  batch as soon as I can!"
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            other.can_talk = false
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            return;
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        }
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        message[0] = "* Bake sale! Bake sale! "
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        message[1] = "* Come eat food made by spiders,#  for spiders, of spiders!"
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        message[2] = "* All proceeds go to spiders in#  need!"
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        message[3] = "* Will you buy a Spider Donut for#  7G?"
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        ch_msg = 3
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        ch[1] = "Yes"
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        ch[2] = "No"
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        if (outcome == 1)
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        {
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            other.is_talking = false
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            talker[5] = other.id
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            if (global.player_gold < 7)
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            {
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                talker[4] = other.id
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                message[4] = "* It seems this transaction#  can't be completed."
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                message[5] = "* Come back when you're ready!"
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                audio_play_sound(snd_fail, 1, 0)
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            }
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            else if scr_item
scr_item

function scr_item(argument0) //gml_Script_scr_item { nm = argument0 var i = 1 while (i <= 8) { if (global.item_slot[i] == "Nothing") { global.item_slot[i] = nm return true; } else { if (i == 8) return false; i++ continue } } }
("Spider Donut")
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            {
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                message[4] = "* (You got a Spider Donut!)"
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                message[5] = "* You are most gracious! Have a#  nice day!"
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                other.npc_flag += 1
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                global.player_gold -= 7
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            }
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            else
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            {
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                talker[4] = other.id
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                message[4] = "* It seems this transaction#  can't be completed."
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                message[5] = "* Come back when you're ready!"
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                audio_play_sound(snd_fail, 1, 0)
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            }
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            other.can_talk = false
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        }
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        if (outcome == 2)
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            other.can_talk = false
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    }
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}