Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_chest_dunes2_Step_0

(view raw script w/o annotations or w/e)
1
if (scr_interact
scr_interact

function scr_interact() { if (distance_to_object(obj_pl) < 20 && obj_pl.state == 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))
2
{
3
    scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
4
    waiter = 1;
5
}
6
if (waiter == 1)
7
{
8
    if (global.route != 3)
9
    {
10
        with (msg)
11
        {
12
            message[0] = "* (The waterlogged remains of an#  old chest.)";
13
            message[1] = "* (You spy a small, dry, paper#  bag cradled in the interior of#  the lid.";
14
            message[2] = "* (Will you take it?)";
15
            ch_msg = 2;
16
            ch[1] = "Yes";
17
            ch[2] = "No";
18
            if (outcome == 1)
19
            {
20
                if (scr_item
scr_item

function scr_item(arg0) { nm = arg0; for (var i = 1; i <= 8; i++) { if (global.item_slot[i] == "Nothing") { global.item_slot[i] = nm; return true; break; } else if (i == 8) { return false; } } }
("Trail Mix"))
21
                {
22
                    message[3] = "* (You got some trail#  mix!)";
23
                    global.dunes_flag[14] = 1;
24
                    instance_destroy(other);
25
                }
26
                else
27
                {
28
                    audio_play_sound(snd_fail, 1, 0);
29
                    message[3] = "* (Not enough space.)";
30
                }
31
                other.waiter = 0;
32
            }
33
            if (outcome == 2)
34
            {
35
                global.dialogue_open = false;
36
                other.waiter = 0;
37
            }
38
        }
39
    }
40
    else
41
    {
42
        with (msg)
43
            message[0] = "* (An old chest.)";
44
        waiter = 0;
45
    }
46
}