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gml_Object_obj_jane_doe_npc_Step_0

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event_inherited();
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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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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* Whoa!!";
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                message[1] = "* Finally! Another monster!!";
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                message[2] = "* Are you lost as well?";
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                message[3] = "* Seems to be happening more and#  more.";
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                message[4] = "* Jane is the name!";
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                message[5] = "* I'm on a case, you see.";
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                message[6] = "* A few days ago, a resident went#  missing in these woods.";
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                message[7] = "* Not the first time either.";
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                message[8] = "* Throughout history, a few#  strange stories have popped up.";
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                message[9] = "* Doors appearing out of#  nowhere...";
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                message[10] = "* Impossible geography...";
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                message[11] = "* Monsters straying from a set#  path and losing their sense of#  direction...";
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                message[12] = "* Wild stuff.";
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                message[13] = "* I'm the type that needs hard#  evidence to believe something.";
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                message[14] = "* But that doesn't mean it didn't#  pique my curiosity.";
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                message[15] = "* So when I heard about this#  missing monster, I had to#  investigate!";
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                message[16] = "* Wasn't a few minutes before my#  compass stopped working and...";
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                message[17] = "* Well... I became a believer,#  heh!";
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                message[18] = "* What to do, what to do...";
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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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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* There's gotta be something or#  someone behind all this, no?";
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                message[1] = "* Even though monsterkind has#  lived in the Underground for#  decades,";
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                message[2] = "* There's still so much mystery#  to it all.";
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                message[3] = "* Hmm...";
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                message[4] = "* I know what you're thinking,#  and it was my first hypothesis#  as well.";
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                message[5] = "* It's just magic, right?";
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                message[6] = "* The Underground is full of the#  stuff!";
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                message[7] = "* Well, obviously it's gotta be.";
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                message[8] = "* But I don't know...";
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                message[9] = "* Some of these sightings seem#  intentional.";
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                message[10] = "* I have got to solve this as#  soon as I'm out of these woods.";
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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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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* Don't worry about sticking#  around if you got places#  to be - I'll be fine!";
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                message[1] = "* Still have plenty of snacks in#  my bag.";
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                message[2] = "* When it's time to go, I'll just#  start walking in one direction.";
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                message[3] = "* Should make my way out, easy#  peasy!";
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                message[4] = "* Really wanna find who I'm#  looking for first, though.";
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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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            with (msg)
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            {
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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* Sorry, I'm mulling over the#  case.";
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                message[1] = "* Deep in thought.";
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                message[2] = "* Yep.";
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                message[3] = "* Not losing it.";
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                message[4] = "* Not yet.";
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            }
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    }
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}