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gml_Object_obj_dunes_35b_mr_sir_Step_0

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1
event_inherited();
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depth = -10;
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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 = 1;
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    switch (npc_flag)
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    {
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        case 0:
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            with (msg)
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            {
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                message[0] = "* Yep...";
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                message[1] = "* ...";
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                message[2] = "* That's correct...";
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                message[3] = "* ...";
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                message[4] = "* No, not that I know of.";
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                message[5] = "* ...";
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                message[6] = "* Sir, what are you suggesting?";
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                message[7] = "* ...";
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                message[8] = "* Are you sure?";
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                message[9] = "* ...";
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                message[10] = "* No, I'm not arguing, it's#  just...";
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                message[11] = "* ...";
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                message[12] = "* Affirmative.";
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                message[13] = "* Over and out.";
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            }
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            npc_flag = 1;
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            break;
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        case 1:
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            with (msg)
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            {
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                message[0] = "* Please stand clear of this#  machine while we're operating.";
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                message[1] = "* In fact, I'mma need you to#  stand clear of the whole#  arcade.";
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                message[2] = "* It's best you don't question#  it, alright?";
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            }
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            npc_flag = 2;
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            break;
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        case 2:
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            with (msg)
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            {
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                message[0] = "* Sir, it's me again.";
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                message[1] = "* We have a problem.";
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                message[2] = "* ...";
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                message[3] = "* Yeah. ";
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                message[4] = "* There's a kid jeopardizing the#  operation.";
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                message[5] = "* Brown hat. Yellow bandana.";
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                message[6] = "* ...";
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                message[7] = "* Yep, that's the one.";
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                message[8] = "* ...";
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                message[9] = "* Do I have a distraction? ";
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                message[10] = "* No, why would I?";
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                message[11] = "* What do kids like?";
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                message[12] = "* ...";
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                message[13] = "* Video games!?";
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                message[14] = "* You do know what I'm trying to#  get them away from right?";
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                message[15] = "* ...";
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                message[16] = "* Their parents?";
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                message[17] = "* Yeah, I think kids like their#  parents...";
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                message[18] = "* ...";
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                message[19] = "* What?";
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                message[20] = "* But sir!";
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                message[21] = "* ...";
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                message[22] = "* ...Affirmative.";
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                message[23] = "* Over and out.";
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            }
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            npc_flag = 3;
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            break;
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        case 3:
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            waiter = 1;
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            npc_flag = 4;
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            break;
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        case 4:
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            with (msg)
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            {
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                message[0] = "* (Not again!)";
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                message[1] = "* Um, hey kiddo!";
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                message[2] = "* Why don't you go to the#  playground?";
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                message[3] = "* Yeah!";
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                message[4] = "* Go on and get some exercise!";
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                message[5] = "* These arcade games will#  only...";
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                message[6] = "* Will only...";
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                message[7] = "* ...";
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            }
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            npc_flag = 5;
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            break;
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        case 5:
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            with (msg)
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            {
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                message[0] = "* ...";
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                message[1] = "* I've got a job to do.";
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            }
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            break;
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    }
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}
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if (waiter == 1)
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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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    with (msg)
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    {
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        ch_msg = 3;
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        ch[1] = "Great!";
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        ch[2] = ":(";
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        message[0] = "* Say, sport!";
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        message[1] = "* How have you been lately?";
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        message[2] = "* How's the homework coming?";
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        message[3] = "* How're the grades?";
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        if (outcome == 1)
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        {
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            message[4] = "* What swell news!";
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            message[5] = "* Your mother always said your#  head was too large for your#  body but you know what?";
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            message[6] = "* It's because you're so smart!";
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            message[7] = "* Ha ha! Proud of you!";
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            message[8] = "* (I'm so sorry.)";
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            other.waiter = 0;
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        }
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        if (outcome == 2)
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        {
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            message[4] = "* Ah, well, you always were a#  disappointment!";
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            message[5] = "* ...Is what those nasty bullies#  at school would say!";
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            message[6] = "* Ha ha! I would never!";
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            message[7] = "* Uhh-just keep studying and I'm#  sure you'll be on the path to#  success in no time!";
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            message[8] = "* (I'm so sorry.)";
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            other.waiter = 0;
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        }
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    }
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}