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gml_Object_obj_quote_battle_guardener_Create_0

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if live_call()
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    return global.live_result;
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text_effect = "twitchy"
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attack = false
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scene = 0
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cutscene_timer = 0
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skippable = true
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message_adv = false
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if (global.turns_passed > 16)
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    global.turns_passed = 16
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var turns_passed = global.turns_passed
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enemy_talker = 0
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voice_pitch = 0.25
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if global.enemy_sparing
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{
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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_guardener_theme, 1000)
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    message[0] = "WAIT-"
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    message[1] = "YOU- Y0U / _I. .."
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    message[2] = "[>/0FFENSE LEVEL#LOWERED_]"
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    message[3] = ". . ."
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    message[4] = "OH. "
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    message[5] = "WHAT HAPPENED?"
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    message[6] = "THERE S_SEEMS TO#BE A GAP IN MY#MEMORY CORE."
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    message[7] = "I AM SORRY."
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    message_end = 7
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    global.enemy_mode = 2
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    global.action_amount = 0
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}
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else
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{
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    switch turns_passed
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    {
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        case 0:
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            message[0] = "I HAVE#INCAPACITATED#YOUR OPTIONS."
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            message[1] = "I ASK YOU#COOPERATE WITH#ME."
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            message_end = 1
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            break
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        case 1:
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            message[0] = "ACCEPT YOUR#OFFENSE,#TRAMPLER."
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            message_end = 0
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            break
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        case 2:
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            message[0] = "YOU MUST LEARN#THAT PLANTLIFE#IS IMPORTANT."
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            message[1] = "MORE IMPORTANT_#THA;N#Y0U. /"
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            message_end = 1
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            break
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        case 3:
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            message[0] = "IF YOU DO NOT#YIELD, I WILL#CALL FOR BACKUP."
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            message_end = 0
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            break
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        case 4:
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            message[0] = "YOU ARE A#HANDFUL. "
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            message[1] = "I AM GOING TO#COUNT TO 3."
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            message_end = 1
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            break
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        case 5:
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            message[0] = "1..."
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            message_end = 0
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            break
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        case 6:
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            message[0] = "2..."
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            message[1] = "NOT BLUFFING."
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            message_end = 1
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            break
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        case 7:
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            message[0] = "3."
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            message[1] = "[CALLING BACKUP_]"
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            message[2] = "you called#for help,#guardener?"
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            message[3] = "CORRECT."
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            message[4] = "THIS TRAMPLER DOES#NOT VALUE THE#GREENHOUSE."
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            message[5] = "what is#the offense#level, miss?"
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            message[6] = "10 - TERMINATION."
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            message[7] = "level 10!?"
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            message[8] = "i mean, of#course!"
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            message[9] = "we are#sorry,#offender."
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            message[10] = "guardener#says you#deserve#termination."
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            message[11] = "THEY KNOW."
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            message[12] = "sooo...  "
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            message[13] = "ATTACK.   "
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            message[14] = "right."
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            enemy_talker = [0, 0, 1, 0, 0, 2, 0, 1, 1, 2, 2, 0, 1, 0, 1]
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            message_end = 14
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            break
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        case 8:
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            message[0] = "_KEEP IT UP_<"
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            message_end = 0
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            break
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        case 9:
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            message[0] = "PLEASE/ STAY IN#Y0UR_CONFINES !"
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            message_end = 0
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            break
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        case 10:
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            message[0] = "CLEVERLY DONE."
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            message[1] = "YOU HAVE GAINED#MY RESPECT."
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            message[2] = "BUT YOU HAVE#NOT GAINED#MY MERCY."
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            message[3] = "BOTS,#_ATTACK."
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            message_end = 3
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            break
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        case 11:
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            message[0] = "JUST YOU #AND I AGAIN."
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            message[1] = "IT IS TOO BAD#I CANNOT GROW#TIRED."
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            message[2] = "FOR YOU,#THAT IS."
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            message_end = 2
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            break
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        case 12:
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            message[0] = "i'm here#for the#attack!    "
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            message[1] = "OH. YOU#MISSED IT."
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            message[2] = "seriously?#maaan."
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            message[3] = "HEY, IT#IS OK."
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            message[4] = "HERE, A FLOWER#TO CHEER#YOU UP."
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            message[5] = "yoo #thanks"
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            message[6] = "mind if i#attack a#little?"
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            message[7] = "BY ALL#MEANS."
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            enemy_talker = [1, 0, 1, 0, 0, 1, 1, 0]
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            message_end = 7
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            break
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        case 13:
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            message[0] = "STILL#STANDING?"
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            message[1] = "YOU ARE#RATHER UPSETTING."
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            message_end = 1
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            break
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        case 14:
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            message[0] = "JUST WAIT UNTIL#MY CREATOR HEARS#ABOUT THIS."
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            message[1] = "YOU WILL GET#A LONG LECTURE."
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            message[2] = "A LECTURE MORE#PAINFUL THAN#ANYTHING I AM#DOING."
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            message[3] = "TRUE TORTURE."
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            message_end = 3
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            break
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        case 15:
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            message[0] = "AFTER THAT, THE#HEAD OFFICE WILL#GIVE YOU AN AWARD:"
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            message[1] = "\"EXCELLENCE IN#RUINING#GUARDENER'S DAY\""
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            message[2] = "DESERVED."
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            message_end = 2
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            break
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        case 16:
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            message[0] = "[GIVE_IN, #0_ALREADY// . .."
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            message_end = 0
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            break
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    }
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}
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message_current = 0
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message_draw = ""
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draw_enabled = true
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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)
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circle_text_angle = global.circle_text_angle_default
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circle_text_angle_direction = 1