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gml_Object_obj_dialogue_sell_real_shop_Create_0

(view raw script w/o annotations or w/e)
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depth = (-room_height) - 164
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var game_mode = global.game_mode
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var shop_name = global.shop_name
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if (game_mode == "customs")
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{
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    if (shop_name == "Mart-2-Go")
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    {
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        message[0] = "* Alright, catch you on the flip#  side!#* Peace out!"
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        portrait_author_head[0] = spr_author_head_normal_new_shop
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        portrait_author_torso[0] = spr_author_torso_normal_new_shop
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        point[0] = 1
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        talk_script[0] = gml_Script_scr_talking_author
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        for (i = 0; i < array_length_1d(message); i += 1)
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            action[i] = "Nothing"
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    }
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}
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else if (game_mode == "yellow")
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{
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    if (shop_name == "Mart-2-Go")
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    {
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        message[0] = "* Alright, catch you on the flip#  side!#* Peace out!"
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        portrait_author_head[0] = spr_author_head_normal_new_shop
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        portrait_author_torso[0] = spr_author_torso_normal_new_shop
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        point[0] = 1
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        talk_script[0] = gml_Script_scr_talking_author
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        for (i = 0; i < array_length_1d(message); i += 1)
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            action[i] = "Nothing"
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    }
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    else if (shop_name == "Honeydew Resort Normal")
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    {
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        message[0] = "* See ya! Thanks for being so#  kind!"
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        portrait[0] = 1410
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        point[0] = 1
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        talk_script[0] = gml_Script_scr_talking_honeydew_bear
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        for (i = 0; i < array_length_1d(message); i += 1)
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            action[i] = "Nothing"
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    }
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    else if (shop_name == "Wild East Gunshop")
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    {
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        message[0] = "* Thank you! I will make#  good use of this!"
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        portrait[0] = 1412
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        point[0] = 1
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        talk_script[0] = gml_Script_scr_talking_blackjack
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        for (i = 0; i < array_length_1d(message); i += 1)
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            action[i] = "Nothing"
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    }
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}
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message_current = 0
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message_end = 0
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message_draw = ""
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increase = global.text_speed
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characters = 0
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hold = 0
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message_length = string_length(message[message_current])
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script_execute(gml_Script_scr_generate_text_counters)