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gml_Object_obj_steamworks_34_dead_vendy_Step_0

(view raw script w/o annotations or w/e)
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event_inherited()
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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))
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    waiter = 1
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if (waiter == 1)
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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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    with (msg)
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    {
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        if (other.npc_flag == 1)
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        {
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            if (global.route == 3)
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                message[0] = "* (No business to conduct here.)"
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            else
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            {
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                message[0] = "* (A faint face is burned into#  the machine's screen...)"
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                message[1] = "* (...staring out into the dim#  chasm of rock and steel.)"
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            }
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            if (!global.dialogue_open)
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                other.waiter = 0
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            return;
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        }
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        message[0] = "* (You spot some Gravity Granola#  inside the machine.)"
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        if (global.route == 3)
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            message[0] = "* (Some food lies within the#  robotic husk.)"
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        message[1] = "* (Take it?)"
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        ch_msg = 1
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        ch[1] = "Yes"
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        ch[2] = "No"
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        if (outcome == 1)
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        {
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            if scr_item
scr_item

function scr_item(argument0) //gml_Script_scr_item { nm = argument0 var i = 1 while (i <= 8) { if (global.item_slot[i] == "Nothing") { global.item_slot[i] = nm return true; } else { if (i == 8) return false; i++ continue } } }
("Gravity Granola")
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            {
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                message[2] = "* (You got some Gravity Granola!)"
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                other.npc_flag = 1
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                other.image_index = 1
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            }
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            else
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                message[2] = "* (Not enough space.)"
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            other.waiter = 0
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        }
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        if (outcome == 2)
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            other.waiter = 0
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    }
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}