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gml_Object_obj_barnpc_wildeast_Step_0

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event_inherited()
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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 = 1
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    if (global.snowdin_flag[18] >= 1)
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    {
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        global.snowdin_flag[18] = 2
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        switch npc_flag
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        {
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            case 0:
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                with (msg)
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                {
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                    message[0] = "* 'Ay, it's you again!"
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                    message[1] = "* Nice to see a face around 'ere#  that's seen places other than#  this desert, heh heh."
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                    message[2] = "* I live 'round these parts, but#  it's not always like... this..."
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                    message[3] = "* The Wild East is changin';#  something's in the air."
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                    message[4] = "* North Star and his gang are#  doin' their best I suppose."
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                }
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                npc_flag = 1
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                break
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            case 1:
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                with (msg)
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                {
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                    message[0] = "* Speakin' of North Star, he's#  got you roped into his crew,#  huh."
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                    message[1] = "* Don't be too intimidated,#  they're all a bunch of softies#  at heart!"
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                    message[2] = "* Maybe not that Ed guy though...#  Something tells me not to cross#  him, heh heh..."
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                }
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                npc_flag = 2
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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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                    message[0] = "* I'm thinkin' of taking a trip#  to Waterfall."
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                    message[1] = "* You should stop by that place#  if ya get the chance!"
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                    message[2] = "* Prettier than here, fer'sure."
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                }
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                break
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        }
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    }
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    else
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    {
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        switch npc_flag
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        {
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            case 0:
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                with (msg)
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                {
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                    message[0] = "* You must be that new kid in the#  paper, eh?"
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                    message[1] = "* Trust me, the Wild East ain't#  always this... active..."
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                    message[2] = "* North Star must just be excited#  to add another member to his#  posse!"
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                }
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                npc_flag = 1
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                break
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            case 1:
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                with (msg)
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                {
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                    message[0] = "* If you plan on leavin' here,#  don't expect it to be easy."
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                    message[1] = "* When North Star gets his mind#  set on something, he sees it#  though."
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                    message[2] = "* So embrace yer position. I'm#  sure only good things can come#  from it!"
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                }
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                npc_flag = 2
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                break
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            case 2:
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                with (msg)
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                    message[0] = "* I'm gonna head out of town,#  don't get into too much trouble,#  heh heh."
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                break
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        }
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    }
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}