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gml_Object_obj_dialogue_sell_shop_Create_0

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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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var sell_count = global.sell_count
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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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        if (sell_count == 0)
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        {
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            message[0] = "* Give me a break, buddy!#* You honestly think I'm gonna buy#  your rotton food and twigs you#  found off of the ground?!"
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            message[1] = "* What do I look like?#* A conventional NPC who will just#  buy any random junk you come#  across?"
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            message[2] = "* You gotta give me more credit#  than that!#* You'll have better luck looking#  elsewhere."
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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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            portrait_author_head[1] = spr_author_head_normal_new_shop
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            portrait_author_torso[1] = spr_author_torso_normal_new_shop
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            portrait_author_head[2] = spr_author_head_normal_new_shop
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            portrait_author_torso[2] = spr_author_torso_normal_new_shop
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            point[0] = 1
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            point[1] = 1
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            point[2] = 1
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            talk_script[0] = gml_Script_scr_talking_author
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            talk_script[1] = gml_Script_scr_talking_author
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            talk_script[2] = 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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            message_end = 2
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        }
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        else if (sell_count == 1)
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        {
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            message[0] = "* Look, if you are in need of some#  money, why not build a fangame,#  set up a Gamejolt or itch.io#  page, and hope for donations?"
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            message[1] = "* I wonder if it's even legal to#  accept donations from fangames..."
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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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            portrait_author_head[1] = spr_author_head_normal_new_shop
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            portrait_author_torso[1] = spr_author_torso_normal_new_shop
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            point[0] = 1
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            point[1] = 1
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            talk_script[0] = gml_Script_scr_talking_author
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            talk_script[1] = 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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            message_end = 1
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        }
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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 == "Honeydew Resort Normal")
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    {
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        if (sell_count == 0)
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        {
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            message[0] = "* I appreciate the offer, but..."
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            message[1] = "* My dad would ground me if I#  bought items off strangers."
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            message[2] = "* That's what he always told me."
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            message[3] = "* \"Don't buy items off strangers.\""
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            message[4] = "* Heh heh... heh..."
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            portrait[0] = 1406
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            portrait[1] = 1407
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            portrait[2] = 1402
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            portrait[3] = 1401
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            portrait[4] = 1404
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            point[0] = 1
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            point[1] = 1
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            point[2] = 1
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            point[3] = 1
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            point[4] = 1
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            talk_script[0] = gml_Script_scr_talking_honeydew_bear
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            talk_script[1] = gml_Script_scr_talking_honeydew_bear
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            talk_script[2] = gml_Script_scr_talking_honeydew_bear
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            talk_script[3] = gml_Script_scr_talking_honeydew_bear
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            talk_script[4] = 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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            action[2] = "Override"
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            action_follow_up[2] = "Nothing"
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            action_script[2] = gml_Script_scr_shop_animation_override_honeydew_bear_hand_deux
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            message_end = 4
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        }
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        else if (sell_count == 1)
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        {
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            message[0] = "* I already declined..."
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            message[1] = "* Was... was I not nice enough?"
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            message[2] = "* Over a year of working here and#  I still screw everything up."
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            portrait[0] = 1408
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            portrait[1] = 1407
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            portrait[2] = 1403
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            point[0] = 1
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            point[1] = 1
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            point[2] = 1
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            talk_script[0] = gml_Script_scr_talking_honeydew_bear
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            talk_script[1] = gml_Script_scr_talking_honeydew_bear
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            talk_script[2] = 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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            action[2] = "Override"
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            action_follow_up[2] = "Nothing"
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            action_script[2] = gml_Script_scr_shop_animation_override_honeydew_bear_head_down
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            message_end = 2
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        }
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    }
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    else if (shop_name == "Wild East Saloon")
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    {
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        if (sell_count == 0)
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        {
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            message[0] = "* This is a bar, not a marketplace."
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            message[1] = "* Try Blackjack down the road#  if you wanna barter."
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            portrait[0] = 1427
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            portrait[1] = 1423
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            point[0] = 1
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            point[1] = 1
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            talk_script[0] = gml_Script_scr_talking_dina
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            talk_script[1] = gml_Script_scr_talking_dina
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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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            message_end = 1
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        }
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        else if (sell_count == 1)
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        {
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            message[0] = "* I already told ya to ask#  Blackjack about sellin'."
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            portrait[0] = 1427
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            point[0] = 1
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            talk_script[0] = gml_Script_scr_talking_dina
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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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            message_end = 0
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        }
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    }
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    else if (shop_name == "Steamworks Vendy")
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    {
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        if (global.sworks_flag[26] < 2)
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        {
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            message[0] = "* Oh yes! I will gladly dispense#  your garbage! Hand it over!"
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            message[1] = "* Please stop."
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            portrait[0] = 131
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            portrait[1] = 863
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            point[0] = 1
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            point[1] = 1
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            talk_script[0] = gml_Script_scr_talking_vendy
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            talk_script[1] = gml_Script_scr_talking_vendy
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        }
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        else
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        {
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            message[0] = "* Unfortunately, I cannot#  receive any of your items, only#  dispense my own."
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            message[1] = "* I am terribly sorry!"
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            portrait[0] = 863
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            portrait[1] = 2663
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            point[0] = 1
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            point[1] = 1
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            talk_script[0] = gml_Script_scr_talking_vendy
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            talk_script[1] = gml_Script_scr_talking_vendy
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        }
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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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        message_end = 1
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    }
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    else if (shop_name == "Hotel Shop")
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    {
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        message[0] = "* Sell an item to us? Buttons,#  what do you think?#	"
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        message_alt[0] = "* Sell an item to us? Buttons,#  what do you think?     #* < No deal! No can do! Not in a#  hundred years! >#"
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        message[1] = "* Hmm, hundred and one?"
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        message_alt[1] = "* Hmm, hundred and one?     #* < By that time you'll be dead#  and I'll be runnin' the shop by#  myself! >#"
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        message[2] = "* Hey that's pretty dark,#  Buttons!#"
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        message_alt[2] = "* Hey that's pretty dark,#  Buttons!     #* < We live in a frickin' cave,#  it's always dark! >"
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        message[3] = "* Hahahaha!"
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        message_alt[3] = "#* < Heheheheh! >"
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        portrait[0] = 3301
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        portrait[1] = 1492
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        portrait[2] = 3301
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        portrait[3] = 3199
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        portrait_alt[0] = 1959
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        portrait_alt[1] = 1959
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        portrait_alt[2] = 1959
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        portrait_alt[3] = 1959
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        obj_hotel_shop_puppet.shopkeeper_sprite[3] = 3199
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        point[0] = 1
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        point[1] = 1
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        point[2] = 1
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        point[3] = 1
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        talk_script[0] = gml_Script_scr_talking_vendy
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        talk_script[1] = gml_Script_scr_talking_vendy
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        talk_script[2] = gml_Script_scr_talking_vendy
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        talk_script[3] = gml_Script_scr_talking_vendy
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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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        message_end = 3
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    }
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}
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message_current = 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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message_draw_alt = ""
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if (shop_name == "Hotel Shop")
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{
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    var message_alt_length = string_length(message_alt[message_current])
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    if (message_alt_length > message_length)
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        message_length = message_alt_length
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}
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script_execute(gml_Script_scr_generate_text_counters)