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gml_Object_obj_adventurer_male_Step_0

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event_inherited();
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var geno_snowdin = false;
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if (global.geno_complete[2])
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    geno_snowdin = true;
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if (interact)
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{
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    scr_text
scr_text

function 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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    if (global.snowdin_flag[1] == 2 && npc_flag < 5)
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        npc_flag = 5;
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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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        if (global.route == 3 || geno_snowdin)
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        {
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            if (geno_snowdin == false)
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            {
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                message[0] = "* I'm starting to have second#  thoughts about this as a#  honeymoon spot.";
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                message[1] = "* It doesn't really feel safe.";
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                message[2] = "* I can't tell my wife though. It#  would just upset her.";
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            }
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            else
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            {
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                switch (other.npc_flag)
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                {
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                    case 0:
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                        message[0] = "* You stayed behind too?";
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                        message[1] = "* I lost my wife in the#  commotion.";
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                        message[2] = "* This was the last place I saw#  her.";
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                        other.npc_flag = 1;
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                        break;
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                    case 1:
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                        message[0] = "* I hope she's doing alright.";
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                        break;
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                }
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            }
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        }
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        else
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        {
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            switch (other.npc_flag)
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            {
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                case 0:
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                    message[0] = "* We're not lost.";
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                    message[1] = "* I know exactly where we#  are.";
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                    other.npc_flag = 1;
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                    break;
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                case 1:
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                    message[0] = "* We're not lost.";
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                    message[1] = "* We're in Snowdin.";
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                    message[2] = "* Snowdin isn't that big.";
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                    other.npc_flag = 2;
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                    break;
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                case 2:
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                    message[0] = "* We're not lost.";
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                    message[1] = "* We can't be lost.";
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                    message[2] = "* It's our honeymoon.";
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                    message[3] = "* It's gotta be perfect, right?";
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                    other.npc_flag = 3;
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                    break;
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                case 3:
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                    message[0] = "* We can't be lost.";
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                    message[1] = "* That would be a terrible#  honeymoon.";
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                    message[2] = "* A bad honeymoon means a bad#  marriage.";
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                    message[3] = "* That can't happen. I can't be#  a bad husband.";
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                    message[4] = "* I won't let that happen.";
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                    message[5] = "* I won't let my new wife have#  a bad honeymoon.";
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                    message[6] = "* We can't be lost";
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                    other.npc_flag = 4;
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                    break;
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                case 4:
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                    message[0] = "* We can't be lost.";
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                    message[1] = "* She can't know we're#  lost, okay?";
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                    break;
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                case 5:
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                    message[0] = "* Thank you for the map!";
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                    message[1] = "* We didn't need it though.";
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                    message[2] = "* I had everything under control,#  I swear.";
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                    other.npc_flag = 6;
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                    break;
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                case 6:
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                    message[0] = "* Staying here a little longer#  won't hurt.";
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                    message[1] = "* It's quite beautiful.";
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                    break;
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            }
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        }
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    }
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}