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gml_Object_obj_quote_battle_el_bailador_g_Create_0

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var turns_passed = global.turns_passed
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var enemy_low_hp = global.enemy_low_hp
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var enemy_mode = global.enemy_mode
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var enemy_mode_gen = global.enemy_mode_gen
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switch turns_passed
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{
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    case 0:
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        message[0] = "I want to see your#spirit of fire!"
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        message[1] = "One and two and-"
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        portrait[0] = 1755
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        portrait[1] = 1759
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        message_end = 1
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        break
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    case 1:
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        message[0] = "Ah, that was much too#simple!"
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        message[1] = "Let us try this!"
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        portrait[0] = 1755
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        portrait[1] = 1759
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        message_end = 1
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        break
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    case 2:
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        message[0] = "Come on, dance#with me!"
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        portrait[0] = 1755
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        message_end = 0
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        break
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    case 3:
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        message[0] = "I am only trying#to teach!"
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        message[1] = "Follow my lead!"
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        message_end = 1
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        break
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    case 4:
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        message[0] = "Ha ha!"
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        message[1] = "This is fun,#right?"
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        message_end = 1
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        break
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    case 5:
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        scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(mus_danza_battle_yellow, 1000)
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        message[0] = "Ha..."
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        message_end = 0
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        break
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    case 6:
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        message[0] = "Ha......"
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        message_end = 0
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        break
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    case 7:
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        message[0] = "........."
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        message_end = 0
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        break
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    default:
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        message[0] = "..."
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        portrait[0] = 1755
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        message_end = 0
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}
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message_current = 0
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message_draw = ""
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increase = global.text_speed
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characters = 0
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hold = 0
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message_length = string_length(message[message_current])
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script_execute(gml_Script_scr_generate_text_counters)