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gml_Object_obj_npc_fake_horse_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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    is_talking = 1
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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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                message[0] = "* Neigh!! Neigh!!!"
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                message[1] = "* Neigh I say!"
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                message[2] = "* For I am a horse, each and#  every day!"
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                message[3] = "* I crunch upon carrots and munch#  upon hay,"
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                message[4] = "* But a shy horse I am, so please#  go away!"
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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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                message[0] = "* Sorry, I only had time to write#  one jingle."
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                message[1] = "* It took me all night."
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                message[2] = "* Maybe I'll think of another#  soon."
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                message[3] = "* ..."
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                message[4] = "* That last line wasn't a joke,#  by the way."
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                message[5] = "* Being a horse is my only form#  of true expression."
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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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                message[0] = "* NeeeiGH!!!!"
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            }
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            break
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    }
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}
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depth = -9999