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gml_Object_obj_npc_blembino_break_6_Step_0

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event_inherited()
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if (interact == true)
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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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                talker[0] = other.object_index
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                message[0] = "* Leave me alone. I've had#  ENOUGH of this town."
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                message[1] = "* I swear, no one here really#  gets me. "
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                message[2] = "* No, they don't UNDERSTAND the#  level I'm at."
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                message[3] = "* I can stare at someone and#  they'll feel true fear."
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                message[4] = "* Well... not everyone..."
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            }
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            npc_flag++
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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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                talker[0] = other.object_index
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                message[0] = "* \"If you think you're so tough,#  why don't you prove it\" he#  said."
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                message[1] = "* Alright yeah, maybe I#  misjudged how strong a left#  hook to the cheek could be."
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                message[2] = "* Yeah, maybe I should've taken#  on someone smaller, but it's#  all part of my plan."
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                message[3] = "* I wasn't even using all my#  power... "
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            }
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            npc_flag++
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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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                talker[0] = other.object_index
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                message[0] = "* Big red guy... and his dumb,#  stupid, little hat..."
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                message[1] = "* Trust me, if i had landed the#  first hit things would've ended#  MUCH differently."
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                message[2] = "* He got lucky..."
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            }
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            npc_flag++
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            break
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        case 3:
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            with (msg)
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                message[0] = "* Go away."
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            break
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    }
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}