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gml_Object_obj_saloon_cutscene_04_Step_0

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var starlo = obj_starlo_npc
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with (starlo)
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{
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    if interact
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        other.scene++
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}
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switch scene
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{
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    case 1:
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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 = 107
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            talker[0] = starlo
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            message[0] = "* Howdy howdy, Clover!"
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            message[1] = "* Ready for round two?"
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            prt[0] = 417
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            prt[1] = 417
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            ch_msg = 1
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            ch[1] = "Yes"
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            ch[2] = "No"
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            if (outcome == 1)
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            {
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                if (audio_sound_get_gain(obj_radio.current_song) == 1)
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                    audio_sound_gain(obj_radio.current_song, 0, 500)
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                message[2] = "* Swell!"
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                message[3] = "* Seein' as the original#  plans were altered, we#  got catchin' up to do."
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                message[4] = "* Let's gather the others!"
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                prt[2] = 417
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                prt[3] = 407
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                prt[4] = 417
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            }
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            if (outcome == 2)
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            {
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                message[2] = "* Alright, take yer#  time."
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                prt[2] = 417
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                other.scene = 0
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            }
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        }
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        if (!global.dialogue_open)
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        {
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            global.dunes_flag[20] = 4
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            trn = instance_create(0, 0, obj_transition_clock)
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            trn.newRoom = 127
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            trn.xx = 700
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            trn.yy = 375
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            instance_destroy()
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        }
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        break
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}