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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() { 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; } }
() == true) && (waiter == 0 && !instance_exists(obj_dialogue)))
2
    waiter = 1;
3
if (waiter == 1)
4
{
5
    scr_text
scr_text

function 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?";
12
        ch[1] = "Yes";
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        ch[2] = "No";
14
        ch_msg = 1;
15
        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
        }
21
        else if (outcome == 2 && message_current == 1)
22
        {
23
            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))
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    waiter = 0;