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gml_Object_obj_dunes_42_npc_orion_Step_0

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event_inherited()
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if (interact == 1)
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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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    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] = "* Sorry, can't talk long. I'm#  preparing for harvest."
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                message[1] = "* (Must be one of those Wild#  East folk.)"
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                message[2] = "* Huh? No, I didn't say#  anything."
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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] = "* Have you been to Snowdin?"
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                message[1] = "* I've heard rumors of our crops#  being cultivated around those#  parts."
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                message[2] = "* I'm thinking of opening up an#  investigation soon."
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                message[3] = "* I'm not bored or anything,#  just wanna protect the#  business."
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            }
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            npc_flag += 1
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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] = "* Don't you have role-playing to#  do or something?"
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                message[1] = "* Shootouts? Inconveniencing#  pedestrians? That's all bro#  does after all."
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                message[2] = "* He's always up to something;#  having fun while I'm stuck with#  the farm work..."
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                message[3] = "* Ugh."
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            }
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            npc_flag += 1
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            break
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        case 3:
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            with (msg)
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                message[0] = "* Go on. I have work to do."
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            break
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    }
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}