Undertale Yellow script viewer

← back to main script listing

gml_GlobalScript_scr_debugmode

(view raw script w/o annotations or w/e)
1
function scr_debugmode
scr_debugmode

function scr_debugmode() { if (keyboard_check_pressed(vk_f5) && keyboard_check(vk_shift)) scr_savegame(); if (keyboard_check_pressed(vk_f6) && keyboard_check(vk_shift)) { scr_loadgame(); obj_pl.image_alpha = 1; if (global.party_member != -4) global.party_member.image_alpha = 1; scr_cutscene_end(); } if (keyboard_check_pressed(vk_f2) && keyboard_check(vk_shift)) { if (global.debugmove == false) { global.debugmove = true; exit; } else { global.debugmove = false; } } if (keyboard_check_pressed(ord("E")) && keyboard_check(vk_shift) && !instance_exists(obj_dev_console)) { if (!instance_exists(obj_debugger)) instance_create(0, 0, obj_debugger); } if (keyboard_check(vk_shift) && keyboard_check_pressed(vk_f1)) url_open("https://docs.google.com/spreadsheets/d/1cRs7AnopU1EJ1mWnX3Qv-Xnf2vntGXbXcIyiLfnQHpo/edit?usp=sharing"); if (!variable_global_exists("gold_tracked")) global.gold_tracked = global.player_gold; if (variable_global_exists("gold_amount_total")) { if (global.player_gold > global.gold_tracked) global.gold_amount_total += (global.player_gold - global.gold_tracked); else if (global.player_gold < global.gold_tracked) global.gold_spent += (global.gold_tracked - global.player_gold); global.gold_tracked = global.player_gold; } else { global.gold_amount_total = 0; global.gold_spent = 0; } if (variable_global_exists("hit_self")) { if (!variable_global_exists("hp_tracked")) global.hp_tracked = global.current_hp_self; if (variable_global_exists("hit_tracker")) { if (global.hp_tracked > global.current_hp_self) global.hit_tracker += 1; global.hp_tracked = global.current_hp_self; } else { global.hit_tracker = 0; } } }
()
2
{
3
    if (keyboard_check_pressed(vk_f5) && keyboard_check(vk_shift))
4
        scr_savegame
scr_savegame

function scr_savegame() { if (file_exists("Save.sav")) file_delete("Save.sav"); ini_open("Save.sav"); var SavedRoom = room_get_name(room); ini_write_string("Save1", "room", SavedRoom); ini_write_real("Save1", "pX", obj_pl.x); ini_write_real("Save1", "pY", obj_pl.y); ini_write_real("Save1", "dir", obj_pl.direction); SavedRoom = room; ini_write_real("Save1", "HP", global.current_hp_self); ini_write_real("Save1", "MAXHP", global.max_hp_self); ini_write_real("Save1", "PP", global.current_pp_self); ini_write_real("Save1", "MAXPP", global.max_pp_self); ini_write_real("Save1", "SP", global.current_sp_self); ini_write_real("Save1", "MAXSP", global.max_sp_self); ini_write_real("Save1", "RP", global.current_rp_self); ini_write_real("Save1", "MAXRP", global.max_rp_self); ini_write_real("Save1", "AT - Primary", global.player_attack); ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack); ini_write_real("Save1", "DFP", global.player_defense); ini_write_real("Save1", "DFS", global.player_armor_modifier_defense); ini_write_real("Save1", "LV", global.player_level); ini_write_real("Save1", "EXP", global.player_exp); ini_write_real("Save1", "Gold", global.player_gold); ini_write_string("Save1", "Armor", global.player_armor); ini_write_string("Save1", "Weapon", global.player_weapon); ini_write_string("Save1", "Ammo", global.player_weapon_modifier); ini_write_string("Save1", "Accessory", global.player_armor_modifier); ini_write_string("Save1", "rmName", global.saveroom); ini_write_string("Save1", "playerSprite", global.player_sprites); ini_write_real("Save1", "playerCanRun", global.player_can_run); if (global.party_member == -4) ini_write_string("Save1", "Follower", "noone"); else ini_write_string("Save1", "Follower", object_get_name(global.party_member)); ini_write_real("Save1", "Satchel", global.player_has_satchel); ini_write_real("Save1", "FTravel", global.player_can_travel); scr_determine_playtime(); ini_write_real("Playtime", "Seconds", global.elapsed_seconds); var ds_list_encounters = ds_list_write(global.encounter_list); ini_write_string("Encounters", "0", ds_list_encounters); var ds_list_steal = ds_list_write(global.steal_list); ini_write_string("Steal", "0", ds_list_steal); var ds_list_fasttravel = ds_list_write(global.fast_travel_list); ini_write_string("FastTravel", "0", ds_list_fasttravel); var inv1 = global.item_slot[1]; ini_write_string("Items", "00", global.item_slot[1]); ini_write_string("Items", "01", global.item_slot[2]); ini_write_string("Items", "02", global.item_slot[3]); ini_write_string("Items", "03", global.item_slot[4]); ini_write_string("Items", "04", global.item_slot[5]); ini_write_string("Items", "05", global.item_slot[6]); ini_write_string("Items", "06", global.item_slot[7]); ini_write_string("Items", "07", global.item_slot[8]); var ds_list_string = ds_list_write(global.box_slot_list); ini_write_string("DBox", "0", ds_list_string); ini_write_real("Misc", "01", global.tinypuzzle); for (var i = 0; i < array_length_1d(global.ruins_flag); i++) ini_write_real("RuinsFlags", string(i), global.ruins_flag[i]); for (var i = 0; i < array_length_1d(global.flag); i++) ini_write_real("Flags", string(i), global.flag[i]); for (var i = 0; i < array_length_1d(global.snowdin_flag); i++) ini_write_real("SnowdinFlags", string(i), global.snowdin_flag[i]); for (var i = 0; i < array_length_1d(global.dunes_flag); i++) ini_write_real("DunesFlags", string(i), global.dunes_flag[i]); for (var i = 0; i < array_length_1d(global.dunes_flag_ext); i++) ini_write_real("DunesFlagsExt", string(i), global.dunes_flag_ext[i]); for (var i = 0; i < array_length_1d(global.sworks_flag); i++) ini_write_real("SworksFlags", string(i), global.sworks_flag[i]); ini_write_string("SworksFlags", "code", global.factory_code); ds_list_string = ds_list_write(global.factory_code_2); ini_write_string("SworksFlags", "code2", ds_list_string); ini_write_string("SworksFlags", "code3", global.factory_code_3); ini_write_real("SworksFlags", "RbCount", global.sworks_robot_count); for (var i = 0; i < global.sworks_robot_count; i++) { ini_write_real("RbSprite", string(i), global.sworks_robot_sprite[i]); ini_write_real("RbX", string(i), global.sworks_robot_x[i]); ini_write_real("RbY", string(i), global.sworks_robot_y[i]); ini_write_real("RbD", string(i), global.sworks_robot_depth[i]); ini_write_real("RbS", string(i), global.sworks_robot_scale[i]); ini_write_real("RbA", string(i), global.sworks_robot_angle[i]); } ini_write_string("SworksFlags", "sworks_id", ds_grid_write(global.sworks_id_grid)); for (var i = 0; i < array_length_1d(global.item_stock); i++) ini_write_real("ItemStock", string(i), global.item_stock[i]); for (var i = 0; i < array_length_1d(global.hotland_flag); i++) ini_write_real("HotlandFlags", string(i), global.hotland_flag[i]); for (var i = 0; i < array_length_1d(global.flowey_flag); i++) ini_write_real("FloweyFlags", string(i), global.flowey_flag[i]); ini_write_real("FloweyFlags", "savenumber", global.flowey_save_number); ini_write_real("FloweyFlags", "savecount", global.save_count); for (var i = 0; i < array_length_1d(global.extra_flag); i++) ini_write_real("ExtraFlags", string(i), global.extra_flag[i]); for (var i = 0; i < array_length_1d(global.mail_flag); i++) ini_write_real("MailFlags", string(i), global.mail_flag[i]); ds_list_string = ds_list_write(global.mail_list); ini_write_string("Mail", "0", ds_list_string); ds_list_string = ds_list_write(global.mail_unclaimed_list); ...
();
5
    if (keyboard_check_pressed(vk_f6) && keyboard_check(vk_shift))
6
    {
7
        scr_loadgame
scr_loadgame

function scr_loadgame() { if (file_exists("Save.sav")) { scr_initialize(); ini_open("Save.sav"); var LoadedRoom = ini_read_string("Save1", "room", "rm_ruins00"); obj_pl.x = ini_read_real("Save1", "pX", 320); obj_pl.y = ini_read_real("Save1", "pY", 320); obj_pl.direction = ini_read_real("Save1", "dir", 0); obj_controller.steps = ini_read_real("Save1", "SP", 0); global.player_attack = ini_read_real("Save1", "AT - Primary", 0); global.player_weapon_modifier_attack = ini_read_real("Save1", "AT - Secondary", 0); global.player_defense = ini_read_real("Save1", "DFP", 0); global.player_armor_modifier_defense = ini_read_real("Save1", "DFS", 0); global.player_level = ini_read_real("Save1", "LV", 1); global.player_exp = ini_read_real("Save1", "EXP", 0); global.player_weapon_modifier = ini_read_string("Save1", "Ammo", "Rubber Ammo"); global.player_armor = ini_read_string("Save1", "Armor", "Worn Hat"); global.player_armor_modifier = ini_read_string("Save1", "Accessory", "Patch"); global.player_gold = ini_read_real("Save1", "Gold", 0); global.current_hp_self = ini_read_real("Save1", "HP", 1); global.max_hp_self = ini_read_real("Save1", "MAXHP", 20); global.player_weapon = ini_read_string("Save1", "Weapon", "Toy Gun"); global.fun_value = ini_read_real("Save1", "FUN", 0); global.current_pp_self = ini_read_real("Save1", "PP", 0); global.max_pp_self = ini_read_real("Save1", "MAXPP", 20); global.current_sp_self = ini_read_real("Save1", "SP", 0); global.max_sp_self = ini_read_real("Save1", "MAXSP", 99); global.player_sprites = ini_read_string("Save1", "playerSprite", "normal"); global.current_rp_self = ini_read_real("Save1", "RP", 0); global.max_rp_self = ini_read_real("Save1", "MAXRP", 0); global.player_can_run = ini_read_real("Save1", "playerCanRun", 1); global.saved_datetime = date_current_datetime(); global.elapsed_seconds = ini_read_real("Playtime", "Seconds", 0); var _party_member = ini_read_string("Save1", "Follower", "noone"); if (_party_member == "noone") global.party_member = -4; else global.party_member = asset_get_index(_party_member); global.player_has_satchel = ini_read_real("Save1", "Satchel", 0); global.player_can_travel = ini_read_real("Save1", "FTravel", 0); for (var i = 0; i < array_length_1d(global.ruins_flag); i++) global.ruins_flag[i] = ini_read_real("RuinsFlags", string(i), false); for (var i = 0; i < array_length_1d(global.flag); i++) global.flag[i] = ini_read_real("Flags", string(i), false); for (var i = 0; i < array_length_1d(global.snowdin_flag); i++) global.snowdin_flag[i] = ini_read_real("SnowdinFlags", string(i), false); for (var i = 0; i < array_length_1d(global.dunes_flag); i++) global.dunes_flag[i] = ini_read_real("DunesFlags", string(i), false); for (var i = 0; i < array_length_1d(global.dunes_flag_ext); i++) global.dunes_flag_ext[i] = ini_read_real("DunesFlagsExt", string(i), false); for (var i = 0; i < array_length_1d(global.sworks_flag); i++) global.sworks_flag[i] = ini_read_real("SworksFlags", string(i), false); global.factory_code = ini_read_string("SworksFlags", "code", "0000"); global.factory_code_3 = ini_read_string("SworksFlags", "code3", "0000"); var ds_factory_code_2 = ini_read_string("SworksFlags", "code2", ""); ds_list_read(global.factory_code_2, ds_factory_code_2); global.sworks_robot_count = ini_read_real("SworksFlags", "RbCount", 0); for (var i = 0; i < global.sworks_robot_count; i++) { global.sworks_robot_sprite[i] = ini_read_real("RbSprite", string(i), 0); global.sworks_robot_x[i] = ini_read_real("RbX", string(i), 0); global.sworks_robot_y[i] = ini_read_real("RbY", string(i), 0); global.sworks_robot_depth[i] = ini_read_real("RbD", string(i), 0); global.sworks_robot_scale[i] = ini_read_real("RbS", string(i), 0); global.sworks_robot_angle[i] = ini_read_real("RbA", string(i), 0); } ds_grid_read(global.sworks_id_grid, ini_read_string("SworksFlags", "sworks_id", "")); for (var i = 0; i < array_length_1d(global.item_stock); i++) global.item_stock[i] = ini_read_real("ItemStock", string(i), false); for (var i = 0; i < array_length_1d(global.hotland_flag); i++) global.hotland_flag[i] = ini_read_real("HotlandFlags", string(i), false); for (var i = 0; i < array_length_1d(global.flowey_flag); i++) global.flowey_flag[i] = ini_read_real("FloweyFlags", string(i), false); global.flowey_save_number = ini_read_real("FloweyFlags", "savenumber", 0); global.save_count = ini_read_real("FloweyFlags", "savecount", 1); for (var i = 0; i < array_length_1d(global.extra_flag); i++) global.extra_flag[i] = ini_read_real("ExtraFlags", string(i), false); for (var i = 0; i < array_length_1d(global.mail_flag); i++) global.mail_flag[i] = ini_read_real("MailFlags", string(i), false); for (var i = 0; i < array_length_1d(global.mail_flag); i++) global.mail_flag[i] = ini_read_real("MailFlags", string(i), false); global.mail_count = ini_read_real("Mail", "1", 0); global.mail_pinned = ini_read_real("Mail", "2", 0); global.tinypuzzle = ini_read_real("Misc", "01", 5); deaths = ini_read_real("Misc", "Deaths", false); for (var i = 0; i < array_length(global.fun_event); i++) global.fun_event[i] = ini_read_real("Fun Events", string(i), 0); for (var i = 1; i <= 8; i++) global.item_slot[i] = ini_read_string("Items", "0" + string(i - 1), "Nothing"); var ds_list_string = ini_read_string("DBox", 0, "0"); ds_list_read(global.box_slot_list, ds_list_string); ds_list_string = ini_read_string("Mail", 0, "0"); ds_list_read(global.mail_list, ds_list_string); ds_list_string = ini_read_string("Mail", "3", "0"); ds_list_read(global.mail_list_read, ds_list_string); ds_list_string = ini_read_string("MailUnclaimed", 0, "0"); ds_list_read(global.mail_unclaimed_list, ds_list_string); var ds_list_encounters = ini_read_string("Encounters", 0, "0"); ds_list_read(global.encounter_list, ds_list_encounters); ...
();
8
        obj_pl.image_alpha = 1;
9
        if (global.party_member != -4)
10
            global.party_member.image_alpha = 1;
11
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
12
    }
13
    if (keyboard_check_pressed(vk_f2) && keyboard_check(vk_shift))
14
    {
15
        if (global.debugmove == false)
16
        {
17
            global.debugmove = true;
18
            exit;
19
        }
20
        else
21
        {
22
            global.debugmove = false;
23
        }
24
    }
25
    if (keyboard_check_pressed(ord("E")) && keyboard_check(vk_shift) && !instance_exists(obj_dev_console))
26
    {
27
        if (!instance_exists(obj_debugger))
28
            instance_create(0, 0, obj_debugger);
29
    }
30
    if (keyboard_check(vk_shift) && keyboard_check_pressed(vk_f1))
31
        url_open("https://docs.google.com/spreadsheets/d/1cRs7AnopU1EJ1mWnX3Qv-Xnf2vntGXbXcIyiLfnQHpo/edit?usp=sharing");
32
    if (!variable_global_exists("gold_tracked"))
33
        global.gold_tracked = global.player_gold;
34
    if (variable_global_exists("gold_amount_total"))
35
    {
36
        if (global.player_gold > global.gold_tracked)
37
            global.gold_amount_total += (global.player_gold - global.gold_tracked);
38
        else if (global.player_gold < global.gold_tracked)
39
            global.gold_spent += (global.gold_tracked - global.player_gold);
40
        global.gold_tracked = global.player_gold;
41
    }
42
    else
43
    {
44
        global.gold_amount_total = 0;
45
        global.gold_spent = 0;
46
    }
47
    if (variable_global_exists("hit_self"))
48
    {
49
        if (!variable_global_exists("hp_tracked"))
50
            global.hp_tracked = global.current_hp_self;
51
        if (variable_global_exists("hit_tracker"))
52
        {
53
            if (global.hp_tracked > global.current_hp_self)
54
                global.hit_tracker += 1;
55
            global.hp_tracked = global.current_hp_self;
56
        }
57
        else
58
        {
59
            global.hit_tracker = 0;
60
        }
61
    }
62
}