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gml_Object_obj_npc_handlord_Step_0

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event_inherited()
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depth = depth_start
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if (interact && npc_flag != 1)
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    waiter = 1
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if (waiter == 1)
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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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    with (msg)
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    {
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        if (global.hotland_flag[1] > 0 && global.party_member != -4)
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        {
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            if (global.hotland_flag[7] == 0)
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            {
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                is_talking = 0
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                message[0] = "* Oh, hey!"
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                message[1] = "* The elevator to New Home seems#  to be free at the moment."
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                message[2] = "* I'd use this opportunity to#  chase after the two friends you#  were looking for."
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                message[3] = "* That's the plan. Thank#  you."
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                message[4] = "* And please tell them not to be#  so reckless in my#  establishment."
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                message[5] = "* Stresses out the residents."
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                prt[3] = 312
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                talker[0] = 422
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                talker[3] = -4
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                talker[4] = 422
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                sndfnt_array[0] = 99
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                sndfnt_array[3] = 102
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                sndfnt_array[4] = 99
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                global.hotland_flag[7] += 1
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            }
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            else
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            {
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                message[0] = "* If you don't mind, the complex#  is quite busy today."
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                message[1] = "* I need to attend to other#  guests."
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            }
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            other.waiter = 0
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        }
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        else
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        {
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            switch other.npc_flag
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            {
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                case 0:
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                    message[0] = "* Hello and welcome to UG#  Apartments!"
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                    message[1] = "* - The leading establishment#  where your stay is temporary#  AND unaffordable!"
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                    message[2] = "* I am the Handlord of this#  complex."
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                    message[3] = "* Please do not say you \"find it#  quite simple.\" You will be#  kicked out."
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                    message[4] = "* How may I be of service?"
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                    ch_msg = 4
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                    ch[1] = "Castle"
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                    ch[2] = "Room"
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                    if (outcome == 1)
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                    {
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                        message[5] = "* Of course!"
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                        message[6] = "* To reach New Home, you'll want#  to take that elevator on my#  left."
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                        message[7] = "* Not left as in my appearance,#  left as in the direction. You#  get it."
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                        message[8] = "* Ahem..."
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                        message[9] = "* Of course, with the CORE being#  under maintenance, it is the#  only way to reach the city."
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                        message[10] = "* Heavy traffic is expected."
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                        other.waiter = 0
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                        other.npc_flag++
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                    }
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                    if (outcome == 2)
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                    {
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                        message[5] = "* Let me check if we have any#  openings..."
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                        message[6] = "* ...Yes, here we are."
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                        message[7] = "* We have a Platinum Deluxe#  apartment on the top floor."
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                        message[8] = "* Though the down payment will#  cost you about... 6500G"
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                        message[9] = "* Wait, you aren't even old#  enough to rent a room. "
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                        message[10] = "* Bring a parent or guardian next#  time."
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                        other.waiter = 0
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                        other.npc_flag++
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                    }
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                    break
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                case 2:
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                    message[0] = "* If you don't mind, the complex#  is quite busy today."
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                    message[1] = "* I need to attend to other#  guests."
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                    other.waiter = 0
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                    break
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            }
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        }
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    }
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}
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if (npc_flag == 1 && point_distance(obj_pl.x, obj_pl.y, x, y) > 75)
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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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    npc_flag += 1
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    with (msg)
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    {
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        message[0] = "* Oh! Hold on a second!"
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        message[1] = "* I think I recognize you..."
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        message[2] = "* Yeah, it's the hat!"
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        message[3] = "* A blue, feathered monster came#  in here and asked if I would#  tell you to go to the roof."
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        message[4] = "* She wanted to \"meet you on the#  roof\" is what she said exactly."
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        message[5] = "* All I ask is please do not do#  anything illegal on the#  premises."
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    }
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    waiter = 0
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}