Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_pickaxe_Step_0

(view raw script w/o annotations or w/e)
1
event_inherited()
2
if (npc_flag > 0)
3
    instance_destroy()
4
if (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; } }
() && keyboard_multicheck_pressed(0))
5
    waiter = 1
6
if (waiter == 1)
7
{
8
    scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
9
    with (msg)
10
    {
11
        message[0] = "* (An abandoned pickaxe.)"
12
        message[1] = "* (Take it?)"
13
        ch_msg = 1
14
        ch[1] = "Yes"
15
        ch[2] = "No"
16
        if (outcome == 1)
17
        {
18
            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 } } }
("Pickaxe")
19
            {
20
                message[2] = "* (You got a pickaxe!)"
21
                other.npc_flag = 1
22
            }
23
            else
24
            {
25
                message[2] = "* (Not enough space.)"
26
                global.cutscene = false
27
                other.waiter = 0
28
            }
29
        }
30
        if (outcome == 2)
31
        {
32
            global.dialogue_open = false
33
            other.waiter = 0
34
            global.cutscene = false
35
        }
36
    }
37
}