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gml_Object_obj_npc_backtrack_crispy_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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    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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                talker[0] = other;
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                message[0] = "* I got to go back.";
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                message[1] = "* I want to go back to the#  Ruins.";
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                message[2] = "* The dump was a total bust!";
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                message[3] = "* No anime to be found at ALL!";
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                message[4] = "* Just like, eight identical#  piles of trash. It sucked!";
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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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                talker[0] = other;
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                message[0] = "* In the Ruins, I could power up#  freely.";
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                message[1] = "* No one minded me screaming#  down those purple halls.";
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                message[2] = "* Out here, there's all these#  monsters just waiting to JUDGE#  me.";
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                message[3] = "* Like, come on.";
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                message[4] = "* I'm not \"disturbing the#  peace\", I'm becoming god.";
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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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                talker[0] = other;
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                message[0] = "* Sorry for the attitude.";
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                message[1] = "* The main character trait of my#  current power tier is \"easily#  pissed.\"";
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                message[2] = "* Out of my control.";
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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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                talker[0] = other;
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                message[0] = "* I bet some anime would help me#  unwind.";
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                message[1] = "* There's this one show you#  should totally check out.";
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                message[2] = "* It's over 1,000 episodes but#  I'm sure you could catch up#  within a few weeks.";
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                message[3] = "* Just let me know and we'll#  begin the marathon!";
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            }
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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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                portrait = false;
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                sndfnt = 99;
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                talker[0] = other;
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                message[0] = "* We can talk more later.";
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                message[1] = "* Right now, I gotta figure out#  where to begin my next arc.";
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            }
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            break;
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    }
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}