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gml_Object_obj_npc_backtrack_dalv_Step_0

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event_inherited();
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if (interact && waiter == 0)
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    waiter = 1;
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if (waiter == 1)
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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 = 434;
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                talker[0] = other;
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                ch_msg = 4;
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                ch[1] = "Housing";
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                ch[2] = "Future";
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                message[0] = "* Clover!";
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                message[1] = "* Hello!";
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                message[2] = "* You sort of caught me#  in the middle of moving,";
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                message[3] = "* But I don't mind taking#  a break to chat!";
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                message[4] = "* What's on your mind?";
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                prt[0] = 1761;
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                prt[1] = 1773;
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                prt[2] = 1769;
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                prt[3] = 1773;
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                prt[4] = 1769;
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                if (outcome == 1)
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                {
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                    message[5] = "* Oh, see this structure#  here?";
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                    message[6] = "* I have claimed it as my#  new residency!";
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                    message[7] = "* Of course, it's in no#  state for living at the#  moment.";
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                    message[8] = "* I will definitely need#  help on the construction#  end of things.";
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                    message[9] = "* Not sure if Pops will#  like the close quarters#  but...";
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                    message[10] = "* I'm sure he'll get over#  it.";
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                    message[11] = "* He has a tendency to#  get a big head from time#  to time.";
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                    message[12] = "* We're working on it...";
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                    prt[5] = 1769;
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                    prt[6] = 1761;
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                    prt[7] = 1765;
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                    prt[8] = 1769;
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                    prt[9] = 1780;
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                    prt[10] = 1769;
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                    prt[11] = 1776;
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                    prt[12] = 1755;
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                    other.waiter = 0;
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                    other.npc_flag += 1;
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                }
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                if (outcome == 2)
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                {
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                    message[5] = "* Um, well, I haven't#  made a concrete plan#  yet.";
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                    message[6] = "* Taking things one step#  at a time.";
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                    message[7] = "* If you remember, I#  tossed some ideas around#  before you left my home.";
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                    message[8] = "* Gotta say, the concert#  idea in particular is#  temping!";
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                    message[9] = "* ...If I can work up the#  courage to go through#  with such a thing.";
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                    message[10] = "* Maybe I'll brush up on#  my organ skills in the#  meantime?";
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                    message[11] = "* Practice makes perfect!";
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                    prt[5] = 1765;
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                    prt[6] = 1773;
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                    prt[7] = 1769;
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                    prt[8] = 1761;
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                    prt[9] = 1780;
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                    prt[10] = 1769;
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                    prt[11] = 1773;
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                    other.waiter = 0;
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                    other.npc_flag += 1;
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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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                portrait = false;
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                sndfnt = 434;
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                talker[0] = other;
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                message[0] = "* I hadn't thought of it#  until now but...";
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                message[1] = "* We might have a crisis#  on our hands.";
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                message[2] = "* Half of my luggage here#  is stocked with corn.";
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                message[3] = "* Enough to last a week#  at most, but what then?";
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                message[4] = "* I suppose I could trek#  back to my field...";
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                message[5] = "* But still, that will#  only get me so far.";
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                message[6] = "* I don't want to deal#  with corn withdrawals!";
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                message[7] = "* Hmm... ";
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                message[8] = "* I will be mulling over#  this for some time.";
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                message[9] = "* Don't mind me.";
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                prt[0] = 1763;
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                prt[1] = 1780;
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                prt[2] = 1759;
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                prt[3] = 1759;
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                prt[4] = 1780;
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                prt[5] = 1776;
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                prt[6] = 1755;
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                prt[7] = 1780;
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                prt[8] = 1755;
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                prt[9] = 1776;
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            }
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            waiter = 0;
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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 = 434;
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                talker[0] = other;
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                message[0] = "* So, have you been#  journeying through the#  Underground?";
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                message[1] = "* Your bravery is#  inspiring!";
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                message[2] = "* The Ruins were only the#  beginning of your#  obstacles, I'm sure.";
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                message[3] = "* I... do regret troubling#  you. Very much so.";
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                message[4] = "* But, with a#  glass-half-full#  mindset...";
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                message[5] = "* Fighting a low-level#  monster first was good#  training, right?";
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                message[6] = "* There are some pretty#  scary encounters to be#  had out there.";
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                message[7] = "* I'm nothing compared to#  them...";
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                message[8] = "* So please stay safe!";
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                prt[0] = 1773;
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                prt[1] = 1769;
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                prt[2] = 1769;
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                prt[3] = 1780;
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                prt[4] = 1776;
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                prt[5] = 1773;
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                prt[6] = 1776;
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                prt[7] = 1780;
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                prt[8] = 1773;
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            }
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            waiter = 0;
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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 = 434;
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                talker[0] = other;
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                message[0] = "* You know, I find it#  strange.";
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                message[1] = "* We only met mere hours#  ago but for some#  reason...";
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                message[2] = "* It feels like I've#  known you for years.";
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                message[3] = "* Time is truly the#  puzzle we will never#  solve.";
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                prt[0] = 1765;
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                prt[1] = 1776;
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                prt[2] = 1769;
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                prt[3] = 1773;
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            }
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            waiter = 0;
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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 = 434;
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                talker[0] = other;
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                message[0] = "* Well, I better get back#  to it.";
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                message[1] = "* I wish you all the luck#  in the world, Clover!";
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                message[2] = "* Go do for others what#  you did for me!";
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                prt[0] = 1769;
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                prt[1] = 1773;
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                prt[2] = 1769;
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            }
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            waiter = 0;
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            break;
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    }
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}