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gml_Object_obj_npc_backtrack_penilla_Step_0

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event_inherited()
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if interact
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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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    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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                portrait = false
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                sndfnt = 99
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                talker[0] = other
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                message[0] = "* Oh, didn't see you there!"
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                message[1] = "* I'm just staring at this pond#  for my next landscape study."
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                message[2] = "* It reminds me of us.#  Individuals, I mean."
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                message[3] = "* Most of it is beautiful.#  Perfection at a glance."
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                message[4] = "* But then you look closer and#  see a hole cut right through."
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                message[5] = "* Jagged, invasive... defacing#  and weakening what should be a#  masterpiece."
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                message[6] = "* Sure, you could fill it in,#  but it would only be a faux#  correction to the whole."
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                message[7] = "* It may look stronger than#  before, but the wound will#  always be present."
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                message[8] = "* ..."
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                message[9] = "* Then again, maybe it's just a#  pond with a hole in it."
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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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                portrait = false
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                sndfnt = 99
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                talker[0] = other
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                message[0] = "* I thought starting small would#  be best after leaving the#  Ruins."
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                message[1] = "* It's a little overwhelming,#  thinking of how much art I can#  make now."
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                message[2] = "* Drawing in increments for#  sanity's sake, heh!"
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            }
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            npc_flag = 2
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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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                portrait = false
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                sndfnt = 99
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                talker[0] = other
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                message[0] = "* When I feel like branching#  out, I might try my hand at ice#  sculpting!"
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                message[1] = "* I would definitely need a#  teacher, though."
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                message[2] = "* There is this one monster who#  is highly proficient at ice#  magic."
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                message[3] = "* They roam the higher#  elevations south of here last I#  heard."
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                message[4] = "* Probably too busy for silly#  art projects, unfortunately."
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            }
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            npc_flag = 3
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            break
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        case 3:
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            with (msg)
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            {
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                portrait = false
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                sndfnt = 99
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                talker[0] = other
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                message[0] = "* Sorry, but I have work to do!"
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                message[1] = "* Catch you later, yeah?"
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            }
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            break
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    }
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}