Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_dunes_42_npc_stardad_Step_0

(view raw script w/o annotations or w/e)
1
event_inherited();
2
if (interact == 1)
3
{
4
    scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
5
    is_talking = 1;
6
    switch (npc_flag)
7
    {
8
        case 0:
9
            with (msg)
10
            {
11
                message[0] = "* Welcome to Sunnyside Farm!";
12
                message[1] = "* It ain't much but we call it#  home!";
13
                message[2] = "* My name's Solomon.";
14
                message[3] = "* You must be from Starlo's#  town, eh?";
15
                message[4] = "* I have mixed feelin's about it#  all, if I'm bein' honest.";
16
                message[5] = "* The boy rarely talks to us,#  it's a shame.";
17
                message[6] = "* He probably thinks we hate his#  life choices but that just#  ain't true.";
18
                message[7] = "* It's because of him that our#  farm stayed in business durin'#  the ol' drought.";
19
                message[8] = "* His little town attracted#  monsters to this area after#  most moved away.";
20
                message[9] = "* I believe that deep down,#  savin' the farm was his true#  motivation, I do.";
21
            }
22
            npc_flag += 1;
23
            break;
24
        case 1:
25
            with (msg)
26
            {
27
                message[0] = "* I think it's real flatterin',#  the accent Starlo puts on fer#  his character.";
28
                message[1] = "* He almost sounds like his ol'#  man, he does.";
29
                message[2] = "* In reality, my boys both got#  Crestina's voice, lucky fellas.";
30
                message[3] = "* Before they were born, she#  would always sing so#  purtty-like.";
31
                message[4] = "* I never hear it no more,#  though.";
32
                message[5] = "* Guess she lacks the confidence#  now. Ain't that sad?";
33
            }
34
            npc_flag += 1;
35
            break;
36
        case 2:
37
            with (msg)
38
            {
39
                message[0] = "* The crops are lookin' mighty#  fine if I do say so.";
40
                message[1] = "* I would give ya some but they#  ain't quite ready to eat.";
41
                message[2] = "* If ye're around Oasis Valley#  this weekend, stop by the#  farmers market!";
42
            }
43
            break;
44
    }
45
}