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gml_Object_obj_quote_defeat_Create_0

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var battle_enemy_name = global.battle_enemy_name
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var game_mode = global.game_mode
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if (game_mode == "customs")
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{
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    if (battle_enemy_name == "craniex")
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    {
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        if (global.enemy_betrayed == true)
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        {
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            message[0] = "And after I thought#you were the perfect#student..."
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            message[1] = "You turn around and#trick me."
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            message[2] = "You may not have#failed class..."
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            message[3] = "...but you've failed#at life."
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            message_end = 3
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            dialogue_extend = false
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        }
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        else
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        {
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            message[0] = "I thought that the#pen was mightier#than the sword..."
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            message_end = 0
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            dialogue_extend = false
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        }
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        talking_script = gml_Script_scr_talking_craniex
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    }
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    else if (battle_enemy_name == "ms mettaton")
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    {
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        message[0] = "Like, totally not#cool!"
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        message[1] = "Now Alphys will never#appreciate me..."
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        message_end = 1
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        dialogue_extend = false
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        talking_script = gml_Script_scr_talking_mettaton
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    }
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}
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else if (game_mode == "yellow")
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{
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    if (battle_enemy_name == "dalv")
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    {
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        var enemy_mode = global.enemy_mode
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        switch enemy_mode
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        {
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            case 0:
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                if (global.enemy_betrayed == true)
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                {
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                    message[0] = "Last time I#checked..."
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                    message[1] = "Friends didn't#do that."
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                    message[2] = "..."
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                    message[3] = "Looks like my#assumption was...#correct."
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                    message[4] = "This was all an#act to finish me#off."
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                    message[5] = "I should've kept#my guard up but..."
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                    message[6] = "I guess in the#back of my mind#I was hoping..."
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                    message[7] = "...Wishing, that#finally..."
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                    message[8] = "Someone came along#to pull me out#of my sorrow."
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                    message[9] = "But... "
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                    message[10] = "Happiness has always#been wishful thinking#down here."
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                    message[11] = "..."
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                    message[12] = "I would've been#a good friend."
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                    message[13] = "I would've."
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                    portrait[0] = 1777
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                    portrait[1] = 1784
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                    portrait[2] = 1778
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                    portrait[3] = 1777
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                    portrait[4] = 1782
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                    portrait[5] = 1782
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                    portrait[6] = 1777
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                    portrait[7] = 1784
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                    portrait[8] = 1786
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                    portrait[9] = 1781
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                    portrait[10] = 1777
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                    portrait[11] = 1784
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                    portrait[12] = 1778
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                    portrait[13] = 1777
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                    message_end = 13
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                    dialogue_extend = false
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                }
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                else
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                {
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                    message[0] = "This isn't fair..."
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                    message[1] = "I'm supposed to#get to say my#last goodbyes..."
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                    message[2] = "But... I don't#have anyone to#say goodbye to..."
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                    message[3] = "..."
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                    message[4] = "It's hard to#admit, but I..."
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                    message[5] = "...I guess I've#been lying to#myself for a#while."
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                    message[6] = "It did get#lonely down here."
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                    portrait[0] = 1784
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                    portrait[1] = 1784
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                    portrait[2] = 1782
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                    portrait[3] = 1786
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                    portrait[4] = 1781
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                    portrait[5] = 1786
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                    portrait[6] = 1764
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                    message_end = 6
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                    dialogue_extend = true
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                }
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                break
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            case 1:
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                message[0] = "This isn't fair..."
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                message[1] = "I'm supposed to#get to say my#last goodbyes..."
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                message[2] = "But... I don't#have anyone to#say goodbye to..."
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                message[3] = "..."
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                message[4] = "It's hard to#admit, but I..."
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                message[5] = "...I guess I've#been lying to#myself for a#while."
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                message[6] = "It did get#lonely down here."
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                portrait[0] = 1784
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                portrait[1] = 1784
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                portrait[2] = 1782
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                portrait[3] = 1786
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                portrait[4] = 1781
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                portrait[5] = 1786
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                portrait[6] = 1764
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                message_end = 6
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                dialogue_extend = true
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                break
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            case 2:
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                message[0] = "I..."
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                message[1] = "I think I believe#you're real now."
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                message[2] = "Heh..."
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                message[3] = "I have grown awfully#tired but..."
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                message[4] = "If I sleep, then wake#up... this won't be#undone."
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                message[5] = "So maybe..."
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                message[6] = "Maybe I..."
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                message[7] = "...Just won't wake up."
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                portrait[0] = 1777
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                portrait[1] = 1784
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                portrait[2] = 1787
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                portrait[3] = 1787
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                portrait[4] = 1777
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                portrait[5] = 1782
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                portrait[6] = 1777
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                portrait[7] = 1778
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                message_end = 7
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                dialogue_extend = false
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                break
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        }
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        talking_script = gml_Script_scr_talking_dalv
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    }
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    else if (battle_enemy_name == "martlet genocide")
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    {
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        message[0] = "Oh! Ow! How are you#so strong?!"
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        message[1] = "Why did I let my#guard down?..."
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        message[2] = "I-I can't do this#alone!"
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        message[3] = "I need to alert#the other Guards..."
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        message[4] = "Please stay right#here!"
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        portrait_head[0] = 3475
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        portrait_hand[0] = 2058
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        portrait_head[1] = 1610
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        portrait_hand[1] = 2058
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        portrait_head[2] = 3475
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        portrait_hand[2] = 2058
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        portrait_head[3] = 2087
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        portrait_hand[3] = 2058
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        portrait_head[4] = 2087
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        portrait_hand[4] = 2058
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        message_end = 5
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        dialogue_extend = false
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        talking_script = gml_Script_scr_talking_martlet
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    }
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    else if (battle_enemy_name == "el bailador")
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    {
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        message[0] = "Huff... huff..."
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        message[1] = "Oh..."
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        message[2] = "I truly did not notice#you were fighting me#until this moment."
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        message[3] = "Perhaps... I upset#you?"
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        message[4] = "I deeply apologize if#so..."
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        message[5] = "..."
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        message[6] = "I am beaten up pretty#badly, huh?"
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        message[7] = "Well..."
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        message[8] = "I suppose it is my#time to go."
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        message[9] = "This is quite sudden,#but..."
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        message[10] = "At least I was able to#dance for the world#one last time."
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        message[11] = "I did have fun..."
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        message[12] = "The power of dance is#a wonderful thing..."
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        portrait_head[0] = 328
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        portrait_head[1] = 328
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        portrait_head[2] = 328
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        portrait_head[3] = 328
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        portrait_head[4] = 328
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        portrait_head[5] = 328
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        portrait_head[6] = 328
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        portrait_head[7] = 328
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        portrait_head[8] = 328
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        portrait_head[9] = 328
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        portrait_head[10] = 328
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        portrait_head[11] = 328
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        portrait_head[12] = 328
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        message_end = 12
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        dialogue_extend = false
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        talking_script = gml_Script_scr_talking_enemy
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    }
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    else if (battle_enemy_name == "starlo")
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    {
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        message[0] = "* Ah..."
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        message[1] = "* Guess I had this coming."
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        message[2] = "* If only I wore my safety#goggles, heh..."
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        message[3] = "* ..."
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        message[4] = "* I..."
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        message[5] = "* I can't lie..."
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        message[6] = "* I'm not ready..."
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        message[7] = "* ..."
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        message[8] = "* Let my parents know..."
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        message[9] = "* ...I'll be away for a while."
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        message[10] = "* See you around, kid."
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        portrait_head[0] = 2124
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        portrait_head[1] = 2124
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        portrait_head[2] = 2124
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        portrait_head[3] = 2124
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        portrait_head[4] = 2125
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        portrait_head[5] = 2125
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        portrait_head[6] = 2125
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        portrait_head[7] = 2125
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        portrait_head[8] = 2125
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        portrait_head[9] = 2126
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        portrait_head[10] = 2126
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        message_end = 10
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        dialogue_extend = false
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        talking_script = gml_Script_scr_talking_enemy
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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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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)