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gml_Object_obj_npc_backtrack_rorrim_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] = "* Is that a new hat?"
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                message[1] = "* Love it!"
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                message[2] = "* Average eyes probably couldn't#  tell it changed but my eyes are#  anything but!"
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                message[3] = "* For starters, I can't blink!"
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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 think I settled on a goal#  for my journey."
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                message[1] = "* I wish to become the King's#  tailor!"
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                message[2] = "* Yes, you heard that right!"
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                message[3] = "* His look, his whole presence,#  it's nothing short of iconic!"
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                message[4] = "* Oh the cloaks I could craft..."
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                message[5] = "* He's already a ten out of ten#  but hey, we can shoot for#  eleven, baby!"
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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] = "* I find this resort so quant,#  don't you agree?"
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                message[1] = "* Tying the wooden aesthetic#  together with bears and honey?"
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                message[2] = "* Splendid!"
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                message[3] = "* The whole place really says#  \"We love you and would never#  maul you.\""
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                message[4] = "* A real victory over bear#  prejudice."
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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] = "* Oh, right! My complexion."
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                message[1] = "* What can I say?"
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                message[2] = "* I'm not a fan of baby blue."
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            }
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            npc_flag = 4
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            break
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        case 4:
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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] = "* Knock 'em dead out there!"
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                message[1] = "* Figuratively."
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            }
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            break
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    }
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}