Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_steamworks_32_elevator_Step_0

(view raw script w/o annotations or w/e)
1
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) && scene == 0)
2
{
3
    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 }
()
4
    scene = 1
5
}
6
switch scene
7
{
8
    case 1:
9
        if (global.sworks_flag[23] == 0 && global.party_member != -4)
10
            cutscene_advance()
11
        else
12
        {
13
            scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
14
            with (msg)
15
                message[0] = "* (An empty elevator#  shaft lies before you.)"
16
            global.cutscene = false
17
            scene = 0
18
        }
19
        break
20
    case 2:
21
        if (image_speed == 0)
22
        {
23
            image_speed = 1
24
            audio_play_sound(snd_sliding_door_open, 1, 0)
25
        }
26
        if (image_index >= (image_number - 1))
27
        {
28
            image_speed = 0
29
            cutscene_advance()
30
        }
31
        break
32
    case 3:
33
        cutscene_dialogue()
34
        with (msg)
35
        {
36
            sndfnt_array[0] = 391
37
            sndfnt_array[1] = 108
38
            message[0] = "* (An empty elevator#  shaft lies before you.)"
39
            message[1] = "* Well then..."
40
            message[2] = "* \"Convenience\" was never#  in today's dictionary#  anyway."
41
            message[3] = "* Gotta be a staircase#  closeby."
42
            prt[1] = 377
43
            prt[2] = 370
44
            prt[3] = 370
45
        }
46
        break
47
    case 4:
48
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
49
        global.sworks_flag[23] = 1
50
        scene = 0
51
        break
52
}