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gml_Object_obj_adventurer_male_Step_0

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event_inherited()
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var geno_snowdin = false
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if global.geno_complete[2]
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    geno_snowdin = true
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if interact
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{
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    scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
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    is_talking = true
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    if (global.snowdin_flag[1] == 2 && npc_flag < 5)
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        npc_flag = 5
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    with (msg)
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    {
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        portrait = false
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        sndfnt = 99
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        if (global.route == 3 || geno_snowdin)
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        {
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            if (geno_snowdin == false)
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            {
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                message[0] = "* I'm starting to have second#  thoughts about this as a#  honeymoon spot."
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                message[1] = "* It doesn't really feel safe."
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                message[2] = "* I can't tell my wife though. It#  would just upset her."
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            }
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            else
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            {
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                switch other.npc_flag
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                {
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                    case 0:
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                        message[0] = "* You stayed behind too?"
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                        message[1] = "* I lost my wife in the#  commotion."
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                        message[2] = "* This was the last place I saw#  her."
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                        other.npc_flag = 1
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                        break
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                    case 1:
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                        message[0] = "* I hope she's doing alright."
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                        break
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                }
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            }
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        }
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        else
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        {
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            switch other.npc_flag
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            {
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                case 0:
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                    message[0] = "* We're not lost."
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                    message[1] = "* I know exactly where we#  are."
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                    other.npc_flag = 1
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                    break
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                case 1:
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                    message[0] = "* We're not lost."
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                    message[1] = "* We're in Snowdin."
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                    message[2] = "* Snowdin isn't that big."
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                    other.npc_flag = 2
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                    break
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                case 2:
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                    message[0] = "* We're not lost."
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                    message[1] = "* We can't be lost."
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                    message[2] = "* It's our honeymoon."
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                    message[3] = "* It's gotta be perfect, right?"
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                    other.npc_flag = 3
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                    break
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                case 3:
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                    message[0] = "* We can't be lost."
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                    message[1] = "* That would be a terrible#  honeymoon."
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                    message[2] = "* A bad honeymoon means a bad#  marriage."
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                    message[3] = "* That can't happen. I can't be#  a bad husband."
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                    message[4] = "* I won't let that happen."
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                    message[5] = "* I won't let my new wife have#  a bad honeymoon."
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                    message[6] = "* We can't be lost"
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                    other.npc_flag = 4
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                    break
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                case 4:
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                    message[0] = "* We can't be lost."
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                    message[1] = "* She can't know we're#  lost, okay?"
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                    break
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                case 5:
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                    message[0] = "* Thank you for the map!"
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                    message[1] = "* We didn't need it though."
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                    message[2] = "* I had everything under control,#  I swear."
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                    other.npc_flag = 6
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                    break
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                case 6:
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                    message[0] = "* Staying here a little longer#  won't hurt."
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                    message[1] = "* It's quite beautiful."
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                    break
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            }
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        }
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    }
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}