Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_npc_hotland_bouncer_Step_0

(view raw script w/o annotations or w/e)
1
event_inherited()
2
if interact
3
{
4
    scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
5
    is_talking = 1
6
    if (global.dunes_flag[26] < 3)
7
    {
8
        with (msg)
9
        {
10
            switch other.npc_flag
11
            {
12
                case 0:
13
                    message[0] = "* Oi, if ya want in the club,#  you're gonna 'avta wait in line!"
14
                    message[1] = "* That is, unless you're on the#  VIP guest list. "
15
                    message[2] = "* I doubt it but it wouldn't 'urt#  to check."
16
                    message[3] = "* ..."
17
                    message[4] = "* Wouldja look at that! I got a#  lad 'ere that looks just like#  you!"
18
                    message[5] = "* Go on, then!"
19
                    other.npc_flag++
20
                    break
21
                case 1:
22
                    message[0] = "* Got a lotta impatient monsters#  who show up 'ere."
23
                    message[1] = "* Surely by now they would know#  not to come durin' crab hour!"
24
                    other.npc_flag++
25
                    break
26
                case 2:
27
                    message[0] = "* The crabs are Mr. Bailador's#  understudies."
28
                    message[1] = "* \"The Sentinels of Sound\" 'e#  calls 'em."
29
                    message[2] = "* Not sure where he rounded the#  fellas up but the guy gets#  around."
30
                    message[3] = "* I try not to dabble in their#  business, I'm just 'ere for the#  paycheck."
31
                    other.npc_flag++
32
                    break
33
                case 3:
34
                    message[0] = "* You 'ave fun in there!"
35
                    break
36
            }
37
38
        }
39
    }
40
    else
41
    {
42
        with (msg)
43
        {
44
            switch other.npc_flag
45
            {
46
                case 0:
47
                    message[0] = "* Oi, club's closed."
48
                    message[1] = "* Mr. Bailador isn't answering#  'is phone."
49
                    message[2] = "* Sure 'e's always travlin' but#  it ain't like him to miss crab#  hour."
50
                    message[3] = "* Ah well, the understudies just#  left to go searchin' for 'im."
51
                    message[4] = "* Wild night this is..."
52
                    other.npc_flag++
53
                    break
54
                case 1:
55
                    message[0] = "* Didja not 'ear me the first#  time?"
56
                    message[1] = "* Ain't no dancin' happenin'#  tonight."
57
                    message[2] = "* Do it somewhere else if ya#  must."
58
                    other.npc_flag++
59
                    break
60
                case 2:
61
                    message[0] = "* 'Ope I'm still gettin' paid#  for this..."
62
                    break
63
            }
64
65
        }
66
    }
67
}