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gml_Object_obj_lemonadestand_Step_0

(view raw script w/o annotations or w/e)
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with (other)
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{
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    if (keyboard_multicheck_pressed(0) && 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; } }
())
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        scene = 1;
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    switch (scene)
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    {
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        case 1:
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            scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
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            if (global.flag[0 Lemonade collected] == 0)
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            {
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                with (msg)
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                {
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                    dialogue_is_minishop = true;
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                    message[0] = "* (According to the price list,#  it's a lemonade stand: 5g a#  glass.)";
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                    message[1] = "* (Take some?)";
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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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                        message[2] = "* (You pour yourself a glass but#  there is no attendant to take#  your money. What poor service.)";
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                        message[3] = "* (Leave a tip?)";
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                        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; } } }
("Lemonade");
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                        global.flag[0 Lemonade collected] = 1;
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                        other.image_index = 1;
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                        other.scene++;
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                    }
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                    if (outcome == 2)
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                        global.dialogue_open = false;
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                }
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            }
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            else
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            {
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                with (msg)
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                {
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                    dialogue_is_minishop = true;
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                    message[0] = "* (There's no lemonade left.)";
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                }
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            }
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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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                dialogue_is_minishop = true;
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                ch_msg = 3;
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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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                    message[4] = "* (How much?)";
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                    other.scene++;
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                }
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                if (outcome == 2)
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                    global.dialogue_open = false;
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            }
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            break;
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        case 3:
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            with (msg)
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            {
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                dialogue_is_minishop = true;
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                ch_msg = 4;
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                ch[1] = "Large\nAmount";
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                ch[2] = "Small\nAmount";
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                if (outcome == 1)
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                {
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                    if (global.player_gold > 5)
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                    {
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                        global.player_gold -= 5;
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                        message[5] = "* (You leave 5g in the tip jar.#  Your conscience feels light as#  a feather.)";
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                    }
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                    else if (global.player_gold < 5 && global.player_gold > 0)
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                    {
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                        global.player_gold -= global.player_gold;
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                        message[5] = "* (You leave all you have in the#  tip jar.)";
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                    }
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                    else if (global.player_gold <= 0)
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                    {
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                        message[5] = "* (You have no gold.)";
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                    }
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                    other.scene++;
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                }
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                if (outcome == 2)
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                {
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                    if (global.player_gold >= 1)
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                    {
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                        global.player_gold -= 1;
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                        message[5] = "* (You break a coin in half and#  debate which half to throw in#  before tossing one at random.)";
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                        message[6] = "* (They are both worthless anyway#  so it doesn't really matter.)";
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                    }
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                    else if (global.player_gold <= 0)
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                    {
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                        message[5] = "* (You have no gold.)";
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                    }
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                    other.scene++;
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                }
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            }
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            break;
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    }
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    if (!global.dialogue_open)
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        scene = 0;
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}