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gml_Object_obj_game_over_text_Create_0

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var battle_enemy_name = global.battle_enemy_name
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var game_mode = global.game_mode
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sndfnt = 96
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if (global.sworks_flag[45] == 1)
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{
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    global.battling_boss = false
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    message[0] = "* . . ."
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    message[1] = "* . . ."
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    message[2] = "* Why?"
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    message_end = 2
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}
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else
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{
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    switch global.battle_enemy_name
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    {
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        case "decibat":
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            var random_number = irandom_range(1, 3)
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            if (random_number == 1)
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            {
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                message[0] = "* Heh, I sure heard#that!"
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                message[1] = "* But I don't wanna#hear it again, okay?"
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                message_end = 1
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            }
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            if (random_number == 2)
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            {
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                message[0] = "This thing hates#noise, right?"
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                message[1] = "Use that fact to#your advantage!"
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                message_end = 1
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            }
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            if (random_number == 3)
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            {
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                message[0] = "Quite the permanent#solution, eh?"
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                message[1] = "Too bad I can#undo it, haha!"
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                message_end = 1
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            }
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            break
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        case "dalv":
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            random_number = irandom_range(1, 3)
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            if (random_number == 1)
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            {
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                message[0] = "This loner packs#a punch!"
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                message[1] = "Nothing you can't#handle, though!"
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                message_end = 1
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            }
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            if (random_number == 2)
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            {
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                message[0] = "Last time I checked,#no one likes a fried#human."
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                message[1] = "Get back out there!"
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                message_end = 1
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            }
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            if (random_number == 3)
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            {
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                message[0] = "Blah blah blah,#what a whiner!"
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                message[1] = "Let's hurry up and#deal with this recluse!"
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                message_end = 1
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            }
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            break
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        case "martlet pacifist":
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            random_number = irandom_range(1, 3)
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            if (random_number == 1)
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            {
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                message[0] = "I'm not sure she even#meant to kill you there."
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                message[1] = "Impressive...?"
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                message_end = 1
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            }
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            if (random_number == 2)
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            {
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                message[0] = "Come on, you lost#to this rookie?"
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                message[1] = "Step it up, pal!"
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                message_end = 1
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            }
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            if (random_number == 3)
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            {
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                message[0] = "Talk about \"freezing#up\" haha!"
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                message[1] = "...Oh right, you can't#laugh because... Yeah."
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                message_end = 1
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            }
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            break
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        case "el bailador":
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            random_number = irandom_range(1, 3)
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            if (random_number == 1)
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            {
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                message[0] = "Come on, buddy!"
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                message[1] = "Surely you can dance#better than THAT!"
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                message_end = 1
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            }
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            if (random_number == 2)
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            {
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                message[0] = "Do you have good#rhythm?"
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                message[1] = "'Cause it kinda seems#like you need it."
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                message_end = 1
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            }
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            if (random_number == 3)
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            {
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                message[0] = "Talk about over the#top..."
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                message[1] = "Let's show this#showoff who's boss!"
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                message_end = 1
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            }
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            break
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        case "feisty five":
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            random_number = irandom_range(1, 3)
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            if (random_number == 1)
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            {
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                message[0] = "I can't say I blame#you for dying, honestly."
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                message[1] = "It's four v one out#there! Buncha cheaters..."
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                message_end = 1
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            }
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            if (random_number == 2)
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            {
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                message[0] = "Heh, how are they#gonna explain THIS to#the Sheriff?"
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                message[1] = "I'd love to stick#around for that mess,#but oh well!"
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                message_end = 1
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            }
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            if (random_number == 3)
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            {
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                message[0] = "I dunno if you can take#on this posse all at once."
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                message[1] = "Just stay alive as#long as you can,#alright?"
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                message_end = 1
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            }
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            break
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        case "starlo":
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            random_number = irandom_range(1, 3)
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            if (random_number == 1)
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            {
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                message[0] = "The mentor vs apprentice#thing is fun and all,#but..."
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                message[1] = "You do know the mentor#isn't supposed to win,#right?"
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                message_end = 1
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            }
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            if (random_number == 2)
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            {
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                message[0] = "This human-wannabe is#a total pushover!"
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                message[1] = "Bet he'll crack if you#survive long enough, haha."
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                message_end = 1
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            }
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            if (random_number == 3)
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            {
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                message[0] = "There's no way this#fraud bested you!"
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                message[1] = "Come on, show him who#the real gunslinger is!"
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                message_end = 1
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            }
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            break
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        case "guardener":
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            random_number = irandom_range(1, 3)
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            if (random_number == 1)
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            {
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                message[0] = "Talk about lethal!"
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                message[1] = "Maybe try getting your#\"offense level\" lower?"
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                message_end = 1
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            }
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            if (random_number == 2)
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            {
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                message[0] = "Who knew a robot could#be so cold-blooded?#Or... just cold. "
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                message[1] = "Unless things get even#weirder. You never know."
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                message_end = 1
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            }
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            if (random_number == 3)
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            {
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                message[0] = "This bot may be tough,#but you're tougher!"
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                message[1] = "Put it back where it#came from!"
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                message_end = 1
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            }
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            break
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        case "axis":
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            random_number = irandom_range(1, 3)
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            if (random_number == 1)
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            {
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                message[0] = "Clearly Axis wasn't#built to last."
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                message[1] = "You can take him out,#I'm sure of it!"
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                message_end = 1
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            }
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            if (random_number == 2)
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            {
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                message[0] = "This bot's done nothing#but bully you around!"
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                message[1] = "Give him a taste of his#own metallic medicine!"
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                message_end = 1
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            }
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            if (random_number == 3)
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            {
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                message[0] = "Brush yourself off,#Clover!"
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                message[1] = "It's time to put#the \"ax\" in Axis!"
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                message_end = 1
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            }
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            break
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        case "ceroba":
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            random_number = irandom_range(1, 5)
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            if (random_number == 1)
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            {
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                message[0] = "You didn't come all#this way to die here!"
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                message[1] = "Let's finish this thing!"
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                message_end = 1
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            }
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            if (random_number == 2)
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            {
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                message[0] = "You're gonna let this#backstabber win?"
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                message[1] = "Not on my watch!"
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                message_end = 1
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            }
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            if (random_number == 3)
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            {
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                message[0] = "We're so close#to our goal!"
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                message[1] = "Don't mess it up!"
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                message_end = 1
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            }
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            if (random_number == 4)
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            {
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                message[0] = "You need to keep your#guard up at all times!"
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                message[1] = "Don't buy into Ceroba's#sob stories!"
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                message_end = 1
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            }
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            if (random_number == 5)
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            {
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                message[0] = "You can't give up#now, Clover!"
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                message[1] = "It's time to take#Ceroba down for good!"
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                message_end = 1
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            }
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            break
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        case "martlet genocide":
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            random_number = irandom_range(1, 3)
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            if (random_number == 1)
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            {
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                message[0] = "She's tougher than#she looks, huh?"
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                message[1] = "Luckily, so are you!"
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                message_end = 1
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            }
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            if (random_number == 2)
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            {
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                message[0] = "Don't let this guard's#flashy front get to you."
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                message[1] = "I know a weak-willed#monster when I see one."
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                message_end = 1
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            }
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            if (random_number == 3)
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            {
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                message[0] = "Gee, these monsters#sure are cruel!"
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                message[1] = "And who is their main#influence? The King."
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                message_end = 1
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            }
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            break
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        case "ceroba genocide":
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            random_number = irandom_range(1, 5)
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            if (random_number == 1)
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            {
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                message[0] = "Has the almighty Clover#met their match?"
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                message[1] = "Surely not!"
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                message_end = 1
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            }
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            if (random_number == 2)
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            {
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                message[0] = "Aww, come on!"
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                message[1] = "Things were just getting#good!"
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                message_end = 1
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            }
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            if (random_number == 3)
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            {
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                message[0] = "This lady's totally#predictable!"
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                message[1] = "Memorize the patterns#and she's done for!"
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                message_end = 1
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            }
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            if (random_number == 4)
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            {
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                message[0] = "Don't tell me this is#your limit!"
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                message[1] = "'Cause there is more#where that came from,#buddy!"
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                message_end = 1
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            }
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            if (random_number == 5)
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            {
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                message[0] = "Oh, just kill her#already!"
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                message[1] = "If you want to,#that is..."
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                message_end = 1
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            }
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            break
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        case "axis genocide":
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            random_number = irandom_range(1, 3)
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            if (random_number == 1)
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            {
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                message[0] = "This piece of junk#did you in?"
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                message[1] = "Heh, thought you were#better than that."
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                message_end = 1
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            }
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            if (random_number == 2)
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            {
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                message[0] = "You should've dealt#with this bot a#long time ago."
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                message[1] = "But no, had to play#the big bad action#hero!"
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                message_end = 1
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            }
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            if (random_number == 3)
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            {
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                message[0] = "I can't help but feel#like this is karma,#heh."
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                message[1] = "But I GUESS I should#still revive you..."
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                message_end = 1
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            }
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            break
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        case "martlet genocide final":
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            random_number = irandom_range(1, 1)
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            if (random_number == 1)
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            {
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                sndfnt = 391
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                message[0] = "Again."
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                message_end = 0
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            }
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            break
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        default:
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            if (global.route != 3)
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            {
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                random_number = irandom_range(1, 6)
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                if (random_number == 1)
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                {
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                    message[0] = "You can't reach ASGORE#if you're dead!"
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                    message[1] = "Don't fool around!"
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                    message_end = 1
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                }
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                if (random_number == 2)
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                {
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                    message[0] = "You're supposed to#DODGE the attacks!"
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                    message[1] = "Remember what I#taught'cha?"
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                    message_end = 1
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                }
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                if (random_number == 3)
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                {
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                    message[0] = "I didn't offer my#help just to see#you die!"
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                    message[1] = "Let's get moving!"
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                    message_end = 1
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                }
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                if (random_number == 4)
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                {
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                    message[0] = "How careless..."
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                    message[1] = "Well, there's always#next time!"
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                    message_end = 1
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                }
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                if (random_number == 5)
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                {
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                    message[0] = "Yikes, that looked#painful!"
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                    message[1] = "Brush yourself off and#get back at 'em!"
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                    message_end = 1
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                }
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                if (random_number == 6)
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                {
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                    message[0] = "Dying sucks, right?#Right."
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                    message[1] = "So try not to do#it again."
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                    message_end = 1
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                }
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            }
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            else
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            {
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                random_number = irandom_range(1, 6)
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                if (random_number == 1)
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                {
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                    message[0] = "* You have a mission,#remember?"
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                    message[1] = "* Don't mess it up."
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                    message_end = 1
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                }
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                if (random_number == 2)
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                {
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                    message[0] = "* These attackers can't#get their way."
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                    message[1] = "* Try again."
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                    message_end = 1
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                }
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                if (random_number == 3)
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                {
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                    message[0] = "I didn't offer my#help just to see#you die!"
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                    message[1] = "Let's get moving."
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                    message_end = 1
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                }
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                if (random_number == 4)
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                {
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                    message[0] = "You can't reach ASGORE#if you're dead."
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                    message[1] = "Don't fool around."
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                    message_end = 1
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                }
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                if (random_number == 5)
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                {
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                    message[0] = "You sure you're cut#out for this?"
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                    message[1] = "Come on."
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                    message_end = 1
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                }
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                if (random_number == 6)
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                {
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                    message[0] = "* Aaannd there goes#your SOUL!"
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                    message[1] = "* Dodge the attacks next#time, will you?"
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                    message_end = 1
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                }
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            }
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            break
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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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fade_out = false
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no_loop = false
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script_execute(gml_Script_scr_generate_text_counters)