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gml_Object_obj_puzzleresetlever_Step_0

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1
if ((room == rm_darkruins_06 && global.flag[2 First Dark Ruins light puzzle completion] == true) || (room == rm_darkruins_10 && global.flag06 == true))
2
    return;
3
if keyboard_multicheck_pressed(0)
4
{
5
    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; } }
() == true && obj_pl.direction == 90 && image_index == 0)
6
    {
7
        if (room == rm_darkruins_06)
8
        {
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            with (obj_lightp)
10
            {
11
                if (i == 1 || i == 4)
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                    turn = false
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                else
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                    turn = true
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            }
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        }
17
        if (room == rm_darkruins_12)
18
        {
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            with (obj_lightp2)
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            {
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                if (i == 6 || i == 2 || i == 4 || i == 5)
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                    turn = false
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                else
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                    turn = true
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            }
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        }
27
        audio_play_sound(snd_switch, 1, 0)
28
        image_index = 1
29
        alarm[0] = 20
alarm[0]

image_index = 0
30
    }
31
}