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gml_Object_obj_water_meter__Step_0

(view raw script w/o annotations or w/e)
1
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; } }
() == true && waiter == 0 && (!instance_exists(obj_dialogue)))
2
    waiter = 1
3
if (waiter == 1)
4
{
5
    scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
6
    with (msg)
7
    {
8
        portrait = false
9
        sndfnt = 99
10
        message[0] = "* Seems like the base of a#  snowdog."
11
        message[1] = "* Touch it?"
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        ch[1] = "Yes"
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        ch[2] = "No"
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        ch_msg = 1
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        if (outcome == 1 && message_current == 1)
16
        {
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            message[2] = "* It was just some dirt in the#  snow."
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            message[3] = "* You wipe off your hand on a#  suspicious carving in the rock#  face."
19
            other.waiter++
20
        }
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        else if (outcome == 2 && message_current == 1)
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        {
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            message[2] = "* It takes considerable#  self-discipline, but you ignore#  the interesting rock."
24
            other.waiter++
25
        }
26
    }
27
}
28
if (waiter == 2 && (!instance_exists(obj_dialogue)))
29
    waiter = 0