Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_npc_marlyn_Step_0

(view raw script w/o annotations or w/e)
1
event_inherited()
2
if (interact == true)
3
    is_active = true
4
if (npc_flag == 3 && sprite_index != spr_npc_marlyn_asleep)
5
    sprite_index = spr_npc_marlyn_asleep
6
if (is_active == true)
7
{
8
    scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
9
    switch npc_flag
10
    {
11
        case 0:
12
            with (msg)
13
            {
14
                ch_msg = 3
15
                ch[1] = "Yes"
16
                ch[2] = "No"
17
                talker[0] = other.object_index
18
                message[0] = "* Haha... hah..."
19
                message[1] = "* The doc just replaced one of my#  pincers."
20
                message[2] = "* I feel funny... haha... I feel#  HILARIOUS!"
21
                message[3] = "* Wanna hear a joke?"
22
                if (outcome == 1)
23
                {
24
                    message[4] = "* OK, so there's this stone#  pillar, right?"
25
                    message[5] = "* It ain't your everyday pillar,#  though. This one has a drawing#  of a cat on it."
26
                    message[6] = "* So... haha... does that make it#  a CATerpillar? HAHA!!"
27
                    message[7] = "* Man, I'm good!"
28
                }
29
                if (outcome == 2)
30
                    message[4] = "* Bug off then, haha hah..."
31
            }
32
            if (!global.dialogue_open)
33
                npc_flag++
34
            break
35
        case 1:
36
            with (msg)
37
            {
38
                talker[0] = other.object_index
39
                message[0] = "* Haha... I'm a bed bug. Get it?#  Cause I'm in bed."
40
                message[1] = "* I can see you holding back a#  smile, hah..."
41
            }
42
            npc_flag++
43
            break
44
        case 2:
45
            with (msg)
46
            {
47
                talker[0] = other.object_index
48
                message[0] = "* Hold on, I need to think of#  more material."
49
                message[1] = "* In fact I'm getting... a#  little...."
50
            }
51
            if (!global.dialogue_open)
52
            {
53
                npc_flag++
54
                sprite_index = spr_npc_marlyn_asleep
55
            }
56
            break
57
        case 3:
58
            with (msg)
59
                message[0] = "* ZzzzzzzZZZZ"
60
            break
61
    }
62
63
}
64
if (is_active == true && (!global.dialogue_open))
65
    is_active = false