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gml_Object_obj_flowey_npc_dalvExit_genocide_Step_0

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if (waiter == 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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    if (global.save_count == 0)
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    {
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        with (msg)
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        {
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            if (global.route != 3)
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            {
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                portrait = true
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                sndfnt = 96
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                message[0] = "* Howdy!	"
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                message[1] = "* I... get the impression#  you like to roll solo."
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                message[2] = "* Ya know, with you never#  taking me up on my#  \"save\" offer."
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                message[3] = "* But look, you see those#  shattered planks on the#  ground?	"
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                message[4] = "* I can be a great help#  to you in times of#  trouble!	"
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                message[5] = "* Maybe you have some#  trust issues but..."
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                message[6] = "* You need to get over#  that if you want a#  fighting chance, okay?"
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                message[7] = "* See you up ahead,#  buddy."
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                prt[0] = 348
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                prt[1] = 348
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                prt[2] = 353
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                prt[3] = 348
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                prt[4] = 348
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                prt[5] = 347
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                prt[6] = 348
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                prt[7] = 348
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            }
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            else
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            {
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                portrait = true
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                sndfnt = 96
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                color = true
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                col_modif[0] = 65535
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                message[0] = "* Howdy!	"
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                message[1] = "* I'm sure you could've#  smashed those yourself#  but..."
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                message[2] = "* I can be a help to you#  sometimes."
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                message[3] = "* Like with... saving.#  Remember that?"
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                message_col[3][0] = "               saving                  "
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                message[4] = "* Maybe you forgot.	"
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                message[5] = "* Wait...	"
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                message[6] = "* Is this about my vague#  threat earlier?"
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                message[7] = "* I was only kiddin'#  around! You know me!	"
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                message[8] = "* Oh, well, I suppose you#  don't yet."
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                message[9] = "* Heh, what a pickle...	"
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                message[10] = "* All you need to know is#  I have your best#  interest in mind."
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                message[11] = "* You're heading down a#  dangerous path so...	"
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                message[12] = "* Don't forget to save,#  alright?"
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                message[13] = "* Alright."
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                prt[0] = 348
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                prt[1] = 347
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                prt[2] = 348
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                prt[3] = 3640
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                prt[4] = 347
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                prt[5] = 353
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                prt[6] = 352
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                prt[7] = 348
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                prt[8] = 348
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                prt[9] = 347
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                prt[10] = 348
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                prt[11] = 347
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                prt[12] = 348
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                prt[13] = 348
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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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        with (msg)
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        {
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            portrait = true
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            sndfnt = 96
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            message[0] = "* Howdy!"
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            message[1] = "* Were you expecting that?"
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            message[2] = "* I'm a little more#  helpful than you may#  have thought."
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            message[3] = "* Anything you can't do by#  yourself is my job."
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            message[4] = "* Anyway..."
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            message[5] = "* Great job getting#  through here!"
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            message[6] = "* Boy, am I glad to be on#  your side."
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            message[7] = "* Get ready because we#  have a long journey#  ahead."
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            message[8] = "* This is gonna be so much#  fun!"
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            message[9] = "* I'll see you on the#  other side, pal!"
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            prt[0] = 348
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            prt[1] = 347
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            prt[2] = 348
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            prt[3] = 348
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            prt[4] = 347
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            prt[5] = 353
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            prt[6] = 348
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            prt[7] = 348
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            prt[8] = 348
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            prt[9] = 347
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        }
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    }
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    waiter++
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}
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if (waiter == 2 && (!instance_exists(obj_dialogue)))
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    waiter++
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if (waiter == 3 && sprite_index != spr_floweyleave)
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{
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    sprite_index = spr_floweyleave
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    image_speed = 0.25
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    image_index = 0
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}
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if (waiter == 4)
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{
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    global.cutscene = false
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    waiter = 0
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    obj_pl.alarm[0] = 1
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    instance_create(144, 188, obj_dalvExit_blocker)
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    instance_destroy()
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}
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if (instance_exists(obj_dialogue) && obj_dialogue.sndfnt == 96)
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{
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    if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current]))
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    {
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        image_speed = 0
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        image_index = 0
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    }
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    else
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        image_speed = 0.2
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}
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if (obj_pl.y < 160 && timer == 0)
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{
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    global.cutscene = true
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    obj_pl.image_speed = 0
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    timer = 1
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    instance_create(160, 80, obj_flowey_npc_boards_genocide)
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}