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gml_Object_obj_stresso_Step_0

(view raw script w/o annotations or w/e)
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if active
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{
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    sprite_index = spr_stresswalk
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    image_speed = 0.4
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    if (path_position == 0)
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        path_start(pt_elevator_guy, 3, path_action_stop, false)
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    else if (path_position == 1)
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        fade_out = true
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    if (fade_out == true)
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    {
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        image_speed = 0
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        if (image_alpha > 0)
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            image_alpha -= 0.2
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        else if (!alarm[0])
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            alarm[0] = 15
alarm[0]

trs = instance_create(0, 0, obj_transition) with (trs) { xx = 100 yy = 185 newRoom = 93 } instance_create(0, 0, obj_elevator_controller) instance_destroy()
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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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    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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                if (global.geno_complete[2] == false)
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                {
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                    message[0] = "* How-How-How am I gonna get to#  my station now?"
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                    message[1] = "* The elevator door is jammed,#  man! JAMMED!!!"
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                }
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                else
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                {
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                    message[0] = "* Do you know where everyone#  went???"
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                    message[1] = "* Feeling mad anxious right now."
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                }
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            }
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            npc_flag = 1
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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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                if (global.geno_complete[2] == false)
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                {
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                    message[0] = "* I'm calm!"
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                    message[1] = "* I'm calm, okay??"
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                    message[2] = "* ..."
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                    message[3] = "* That was a LIE I am FREAKING#  OUT!!!"
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                }
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                else
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                {
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                    message[0] = "* Either my co-workers are#  planning a surprise b-day party#  for me or..."
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                    message[1] = "* ..."
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                    message[2] = "* No, it's fine. I'm fine!"
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                    message[3] = "* That would be silly! Heh..."
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                }
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            }
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            npc_flag = 2
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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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                if (global.geno_complete[2] == false)
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                    message[0] = "* You gotta help me!!"
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                else
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                {
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                    message[0] = "* Wait, who are you?"
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                    message[1] = "* Please leave me to my corner#  of worry."
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                }
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            }
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            break
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    }
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}