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gml_Object_obj_miner_tall_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] = "* What's up?";
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                message[1] = "* You visiting, or are you lost?";
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                ch_msg = 1;
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                ch[1] = "Visiting";
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                ch[2] = "I work here";
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                if (outcome == 1)
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                {
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                    message[2] = "* Ah, well, there's not much to#  see.";
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                    message[3] = "* The cave's a real mess.";
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                    message[4] = "* She does contain some beautiful#  stones though, I'll tell you#  that!";
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                    message[5] = "* Hope you enjoy your visit!";
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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] = "* Haha!";
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                    message[3] = "* That's cute, but you can't pull#  one over on me!";
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                    message[4] = "* The Foreman doesn't hire kids.";
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                    message[5] = "* Though, several employees seem#  to have the brain of one.";
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                    message[6] = "* I'm sorry! That was mean.";
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                    message[7] = "* You're very smart, I'm sure.";
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                    message[8] = "* Enjoy your visit!";
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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] = "* My job is to send all gemstones#  we find on this floor down to#  the sorting machine.";
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                message[1] = "* From there... I'm not quite#  sure where they go.";
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                message[2] = "* That's the problem with this#  place. You have to figure most#  things out yourself.";
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                message[3] = "* It's an honest living, though!";
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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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            {
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                message[0] = "* Oh, I know of a fun activity#  for you on your visit!";
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                message[1] = "* There's a fortune teller set up#  in town.";
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                message[2] = "* I visit her every week to hear#  about my potential future.";
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                message[3] = "* Give her some business if you#  pass by the area, okay?";
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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 3:
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            with (msg)
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            {
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                message[0] = "* My break is almost over, it#  seems.";
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                message[1] = "* Oh well.";
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            }
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            can_talk = false;
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            break;
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    }
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}