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gml_Object_obj_smokey_Step_0

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1
if (sprite_index == spr_smokey_smoke)
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{
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    image_speed = 0.4
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    if (image_index >= (image_number - image_speed))
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    {
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        sprite_index = spr_smokey
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        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
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        audio_sound_gain(obj_radio.bgm, 1, 300)
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    }
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    return;
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}
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event_inherited()
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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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    waiter = 1
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}
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if (waiter == 1)
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{
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    if (global.dunes_flag[6] == false)
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    {
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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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                    portrait = false
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                    sndfnt = 99
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                    message[0] = "* Hey, just in time!"
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                    message[1] = "* I'm sure you noticed all this#  mining mumbo jumbo lying around,#  yea?"
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                    message[2] = "* Well, Corporate said we have to#  solve puzzles as we work to#  exercise the ol' noggin."
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                    message[3] = "* They even made the Foreman lock#  the door until work's done."
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                    message[4] = "* Pretty unnecessary if you ask#  me."
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                    message[5] = "* Seeing as I'm on my permanent#  smoke break, could you solve it#  for me?"
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                    message[6] = "* You look like a smart kid. Give#  it a shot."
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                }
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                if (!global.dialogue_open)
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                {
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                    npc_flag = 1
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                    waiter = 0
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                }
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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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                    portrait = false
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                    sndfnt = 99
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                    message[0] = "* What do ya need?"
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                    ch_msg = 0
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                    ch[1] = "Can you help me?"
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                }
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                if (!global.dialogue_open)
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                {
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                    scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() //gml_Script_scr_cutscene_start { global.cutscene = true obj_pl.state = gml_Script_scr_frozen_state obj_pl.image_index = 0 obj_pl.image_speed = 0 }
()
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                    audio_sound_gain(obj_radio.bgm, 0, 300)
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                    sprite_index = spr_smokey_smoke
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                    audio_play_sound(snd_smoke, 1, 0)
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                    waiter = 0
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                    npc_flag = 2
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                }
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                break
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            case 2:
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                with (msg)
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                {
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                    portrait = false
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                    sndfnt = 99
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                    message[0] = "* You're not gonna solve the#  puzzle by talking to me."
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                    message[1] = "* Kids these days are so#  lazy, I swear."
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                }
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                break
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        }
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    }
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    else
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    {
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        if (npc_flag < 3)
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            npc_flag = 3
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        switch npc_flag
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        {
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            case 3:
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                with (msg)
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                {
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                    message[0] = "* Great job! I knew you could do#  it, kid!"
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                    message[1] = "* Won't be another job until#  tomorrow."
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                    message[2] = "* I can spend the rest of my#  workday doing absolutely#  nothing."
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                    message[3] = "* Oh wait, I already was."
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                }
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                if (!global.dialogue_open)
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                {
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                    npc_flag = 4
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                    waiter = 0
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                }
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                break
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            case 4:
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                with (msg)
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                {
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                    message[0] = "* You gotta wonder when ol'#  ASGORE is gonna call off this#  excavation."
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                    message[1] = "* Mining Co. has been in business#  for decades!"
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                }
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                if (!global.dialogue_open)
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                {
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                    npc_flag = 2
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                    waiter = 0
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                }
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                break
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        }
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    }
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}