Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_miner_tall_Step_0

(view raw script w/o annotations or w/e)
1
event_inherited()
2
if (interact && (!can_talk))
3
{
4
    can_talk = true
5
    is_talking = 1
6
    scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
7
}
8
if can_talk
9
{
10
    switch npc_flag
11
    {
12
        case 0:
13
            with (msg)
14
            {
15
                message[0] = "* What's up?"
16
                message[1] = "* You visiting, or are you lost?"
17
                ch_msg = 1
18
                ch[1] = "Visiting"
19
                ch[2] = "I work here"
20
                if (outcome == 1)
21
                {
22
                    message[2] = "* Ah, well, there's not much to#  see."
23
                    message[3] = "* The cave's a real mess."
24
                    message[4] = "* She does contain some beautiful#  stones though, I'll tell you#  that!"
25
                    message[5] = "* Hope you enjoy your visit!"
26
                    other.can_talk = false
27
                    other.npc_flag++
28
                }
29
                if (outcome == 2)
30
                {
31
                    message[2] = "* Haha!"
32
                    message[3] = "* That's cute, but you can't pull#  one over on me!"
33
                    message[4] = "* The Foreman doesn't hire kids."
34
                    message[5] = "* Though, several employees seem#  to have the brain of one."
35
                    message[6] = "* I'm sorry! That was mean."
36
                    message[7] = "* You're very smart, I'm sure."
37
                    message[8] = "* Enjoy your visit!"
38
                    other.can_talk = false
39
                    other.npc_flag++
40
                }
41
            }
42
            break
43
        case 1:
44
            with (msg)
45
            {
46
                message[0] = "* My job is to send all gemstones#  we find on this floor down to#  the sorting machine."
47
                message[1] = "* From there... I'm not quite#  sure where they go."
48
                message[2] = "* That's the problem with this#  place. You have to figure most#  things out yourself."
49
                message[3] = "* It's an honest living, though!"
50
            }
51
            can_talk = false
52
            npc_flag++
53
            break
54
        case 2:
55
            with (msg)
56
            {
57
                message[0] = "* Oh, I know of a fun activity#  for you on your visit!"
58
                message[1] = "* There's a fortune teller set up#  in town."
59
                message[2] = "* I visit her every week to hear#  about my potential future."
60
                message[3] = "* Give her some business if you#  pass by the area, okay?"
61
            }
62
            can_talk = false
63
            npc_flag++
64
            break
65
        case 3:
66
            with (msg)
67
            {
68
                message[0] = "* My break is almost over, it#  seems."
69
                message[1] = "* Oh well."
70
            }
71
            can_talk = false
72
            break
73
    }
74
75
}