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gml_Object_obj_npc_sandstorm_dunes_30_Step_0

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event_inherited()
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if interact
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{
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    if (global.party_member != -4)
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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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        with (msg)
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        {
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            sndfnt = 102
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            message[0] = "* (We need to stay#  focused.)"
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            message[1] = "* (Let's not bother the#  townsfolk with our#  problems.)"
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            prt[0] = 321
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            prt[1] = 338
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        }
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        return;
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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 = true
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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] = "* Gotta beat this heat."
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                message[1] = "* I'm losin' it."
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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] = "* Mirrages, man..."
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                message[1] = "* Can't trust your eyes out#  here."
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            }
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            npc_flag += 1
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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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                message[0] = "* Stay away from precarious#  paths."
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                message[1] = "* You'll just turn up back where#  you started, for real."
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            }
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            npc_flag += 1
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            break
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        case 3:
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            with (msg)
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                message[0] = "* Gotta beat this heat."
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            break
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    }
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}