Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_snowdin_13_toast_Step_0

(view raw script w/o annotations or w/e)
1
if (sprite_index == spr_toast_overworld_yellow && instance_exists(obj_dialogue))
2
{
3
    if (is_talking == true)
4
    {
5
        if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current]))
6
        {
7
            image_speed = 0
8
            image_index = 0
9
        }
10
        else
11
            image_speed = 0.2
12
    }
13
    else
14
    {
15
        image_speed = 0
16
        image_index = 0
17
    }
18
}
19
else
20
    is_talking = false
21
if (sprite_index == spr_toast_turn_overworld_yellow)
22
{
23
    if (image_index >= (image_number - 1))
24
    {
25
        image_speed = 0
26
        sprite_index = spr_toast_overworld_yellow
27
    }
28
}
29
if (sprite_index == spr_toast_turn_away)
30
{
31
    if (image_index >= (image_number - 1))
32
    {
33
        image_speed = 0
34
        image_index = image_number - 1
35
    }
36
}
37
if (global.snowdin_flag[8] == 5)
38
{
39
    if (keyboard_multicheck_pressed(0) && 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; } }
())
40
    {
41
        scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
42
        with (msg)
43
        {
44
            talker[0] = 1437
45
            message[0] = "* You're in the Shufflers#  neighborhood now."
46
            message[1] = "* Ya wanna pass through here, ya#  gonna have to get through us."
47
            message[2] = "* We got a real hard game for you."
48
            message[3] = "* Only one monster eva got past#  us."
49
            message[4] = "* ..."
50
            message[5] = "* Oh, that was you, wasn't it."
51
            message[6] = "* Sorry 'bout that..."
52
        }
53
    }
54
}