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gml_Object_obj_npc_backtrack_toast_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] = "* Look who it is!"
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                message[1] = "* Didn't think I'd see you back#  here before the boss."
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                message[2] = "* He left on business..."
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                message[3] = "* That's all..."
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                message[4] = "* Yeah..."
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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] = "* Aight, I'll spill, you've#  convinced me."
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                message[1] = "* There's a fella who likes to#  loiter ‘round here. You#  might've seen ‘em."
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                message[2] = "* Yeeaah well, we got history."
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                message[3] = "* While back, he set up a shop.#  On OUR turf."
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                message[4] = "* The boss was STEAMIN'. Real#  peeved off, ya know?"
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                message[5] = "* But Rephil, bein' the upsittin'#  citizen he is, thought#  it best to strike a deal."
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                message[6] = "* If the fella were to pay us a#  mortgage, we wouldn't kick him#  to the cold."
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                message[7] = "* Sounds fair, right?"
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                message[8] = "* Well, his little venture#  didn't go so well."
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                message[9] = "* His end of the deal wasn't#  exactly kept up, so Rephil did#  what had to be done."
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                message[10] = "* ...What? You don't like our#  methods?"
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                message[11] = "* Hey, don't spend money you#  don't have. All's I'm sayin'."
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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] = "* Yeah yeah, there's more to the#  story."
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                message[1] = "* So the guy still owes us big#  time, right?"
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                message[2] = "* Well we kept an eye on him for#  a while as he tried these#  “pop-up shop” things."
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                message[3] = "* It was quiet. Peaceful, even.#  Until recently..."
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                message[4] = "* He seemed to be in a hurry.#  Briefcase all packed and such."
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                message[5] = "* The boss was MIGHTY#  suspicious, so we set a game up#  for him."
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                message[6] = "* The ball was summoned and the#  stakes were high."
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                message[7] = "* Suddenly he shouts “LOOK! IT'S#  A BIRD!” and we turn around#  QUICK."
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                message[8] = "* Turns out there actually was a#  bird and it was sick."
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                message[9] = "* BUT! "
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                message[10] = "* In that moment, he STOLE our#  Orange Ball (limited edition)#  and ran!"
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                message[11] = "* By the time Rephil noticed,#  the fella was long gone."
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                message[12] = "* Ohhh Rephil was PIPIN' mad!#  Understandably."
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                message[13] = "* So that's about where we are#  now."
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                message[14] = "* The whole thing has been a#  frickin' pain."
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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] = string("* I'd be off searchin' with the#  boss but {0} gets lonely#  easily.", global.fun_swig_name)
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                message[1] = "* What's that classic saying? Oh#  yeah:"
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                message[2] = "* \"A Shuffler never leaves a#  Shuffler behind.\""
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                message[3] = "* That's like, rule 5."
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                message[4] = "* Wait... "
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                message[5] = "* The boss broke rule 5!"
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                message[6] = "* What the hell!"
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            }
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            break
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    }
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}