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gml_Object_obj_pl_Other_10

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var _temp_local_var_5, _temp_local_var_6;
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if (autowalk_direction_no_loop == false)
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{
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    switch global.flag[28 Spoken to Dalv in his house]
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    {
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        case 1:
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            switch room
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            {
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                case rm_dalvshouse:
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                    switch global.lastroom
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                    {
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                        case "rm_dalvroomhall":
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                            with (obj_dalv2)
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                                instance_destroy()
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                            autowalk_direction = "left"
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                            state = gml_Script_scr_autowalk_state
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                            alarm[1] = 30
alarm[1]

if (instance_exists(obj_postgame_walk_blocker) || instance_exists(obj_steam_walk_blocker) || instance_exists(obj_dunes_29_geno_blocker)) { autowalk_direction = "nothing" state = gml_Script_scr_normal_state return; } switch global.flag[28 Spoken to Dalv in his house] { case 1: if instance_exists(obj_dalv2) { if (obj_dalv2.dalv_talk_waiter > 0) { clover_walk_backwards = false autowalk_direction = "nothing" state = gml_Script_scr_frozen_state direction = 90 return; } } if instance_exists(obj_doorway_blocker_dalvshouse) { if (obj_doorway_blocker_dalvshouse.waiter > 0) { clover_walk_backwards = false autowalk_direction = "nothing" state = gml_Script_scr_frozen_state direction = 90 return; } } if instance_exists(obj_doorway_blocker_dalvsroom) { if (obj_doorway_blocker_dalvsroom.waiter > 0) { clover_walk_backwards = false autowalk_direction = "nothing" state = gml_Script_scr_frozen_state direction = 90 return; } } switch room { case rm_dalvshouse: switch global.lastroom { case "rm_dalvroomhall": instance_create(335, 110, obj_dalv2) with (obj_dalv2) { image_alpha = 1 direction = 180 path_speed = 3 } autowalk_direction = "nothing" state = gml_Script_scr_frozen_state obj_dalv2.alarm[0] = 30 break case "rm_dalvhallway": autowalk_direction = "nothing" state = gml_Script_scr_normal_state break default: autowalk_direction = "nothing" } break case 39: switch global.lastroom { case "rm_dalvshouse": instance_create(-20, 140, obj_dalv2) with (obj_dalv2) { image_alpha = 1 direction = 0 path_speed = 3 } autowalk_direction = "nothing" state = gml_Script_scr_frozen_state obj_dalv2.alarm[0] = 30 break case "rm_dalvsroom": autowalk_direction = "nothing" state = gml_Script_scr_normal_state break } break case 41: if (autowalk_direction == "left") { clover_walk_backwards = false direction = 0 } else if (autowalk_direction == "right") direction = 90 autowalk_direction = "nothing" state = gml_Script_scr_normal_state break ...
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                            break
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                        default:
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                            autowalk_direction = "nothing"
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                    }
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                    break
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                case 39:
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                    switch global.lastroom
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                    {
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                        case "rm_dalvshouse":
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                            autowalk_direction = "right"
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                            state = gml_Script_scr_autowalk_state
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                            alarm[1] = 15
alarm[1]

if (instance_exists(obj_postgame_walk_blocker) || instance_exists(obj_steam_walk_blocker) || instance_exists(obj_dunes_29_geno_blocker)) { autowalk_direction = "nothing" state = gml_Script_scr_normal_state return; } switch global.flag[28 Spoken to Dalv in his house] { case 1: if instance_exists(obj_dalv2) { if (obj_dalv2.dalv_talk_waiter > 0) { clover_walk_backwards = false autowalk_direction = "nothing" state = gml_Script_scr_frozen_state direction = 90 return; } } if instance_exists(obj_doorway_blocker_dalvshouse) { if (obj_doorway_blocker_dalvshouse.waiter > 0) { clover_walk_backwards = false autowalk_direction = "nothing" state = gml_Script_scr_frozen_state direction = 90 return; } } if instance_exists(obj_doorway_blocker_dalvsroom) { if (obj_doorway_blocker_dalvsroom.waiter > 0) { clover_walk_backwards = false autowalk_direction = "nothing" state = gml_Script_scr_frozen_state direction = 90 return; } } switch room { case rm_dalvshouse: switch global.lastroom { case "rm_dalvroomhall": instance_create(335, 110, obj_dalv2) with (obj_dalv2) { image_alpha = 1 direction = 180 path_speed = 3 } autowalk_direction = "nothing" state = gml_Script_scr_frozen_state obj_dalv2.alarm[0] = 30 break case "rm_dalvhallway": autowalk_direction = "nothing" state = gml_Script_scr_normal_state break default: autowalk_direction = "nothing" } break case 39: switch global.lastroom { case "rm_dalvshouse": instance_create(-20, 140, obj_dalv2) with (obj_dalv2) { image_alpha = 1 direction = 0 path_speed = 3 } autowalk_direction = "nothing" state = gml_Script_scr_frozen_state obj_dalv2.alarm[0] = 30 break case "rm_dalvsroom": autowalk_direction = "nothing" state = gml_Script_scr_normal_state break } break case 41: if (autowalk_direction == "left") { clover_walk_backwards = false direction = 0 } else if (autowalk_direction == "right") direction = 90 autowalk_direction = "nothing" state = gml_Script_scr_normal_state break ...
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                            break
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                        default:
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                            autowalk_direction = "nothing"
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                    }
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                    break
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                case 36:
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                    var _temp_local_var_5 = global.lastroom
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                    autowalk_direction = "nothing"
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                    break
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                case 40:
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                    var _temp_local_var_6 = global.lastroom
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                    autowalk_direction = "nothing"
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                    break
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                default:
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                    autowalk_direction = "nothing"
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            }
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            break
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        default:
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            autowalk_direction = "nothing"
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    }
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    autowalk_direction_no_loop = true
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    get_last_room_no_loop = false
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}