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gml_Object_obj_miner_tall_backtrack_Step_0

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event_inherited();
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if (interact && !can_talk)
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{
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    can_talk = true;
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    is_talking = 1;
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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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}
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if (can_talk)
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{
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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] = "* One day, I'm gonna travel down#  this belt myself.\t";
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                message[1] = "* I wanna see where it leads!";
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                ch_msg = 1;
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                ch[1] = "Bad idea";
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                ch[2] = "Do it!";
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                if (outcome == 1)
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                {
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                    message[2] = "* You think that's dangerous? ";
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                    message[3] = "* I've got a hardhat, don't I?";
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                    message[4] = "* Come on, you'll never have any#  fun if you're uptight all the#  time!";
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                    other.can_talk = false;
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                    other.npc_flag++;
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                }
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                if (outcome == 2)
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                {
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                    message[2] = "* I'll have to wait until the#  shift's over.";
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                    message[3] = "* Thanks for the confidence#  boost!";
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                    other.can_talk = false;
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                    other.npc_flag++;
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                }
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            }
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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] = "* I gotta say, sorting through#  the same gemstones every day is#  getting old.\t";
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                message[1] = "* I bet the Surface has a ton#  we've never heard about!\t";
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                message[2] = "* Ironic that the first thing I#  wanna do when we're free is#  explore more caves, haha!";
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            }
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            can_talk = false;
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            npc_flag++;
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            break;
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        case 2:
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            with (msg)
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                message[0] = "* Welp, gotta get back to it!";
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            can_talk = false;
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            break;
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    }
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}