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gml_Object_obj_npc_backtrack_flier_Step_0

(view raw script w/o annotations or w/e)
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event_inherited();
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if (instance_exists(obj_dialogue) && obj_dialogue.talker_current == self)
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{
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    if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current]))
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        sprite_index = spr_fliernpcfly;
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    else
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        sprite_index = spr_fliernpctalk;
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}
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if (!instance_exists(obj_dialogue))
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    sprite_index = spr_fliernpcfly;
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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 basically helped Dalv move#  out all by myself.";
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                message[1] = "* Soon as the exit to Snowdin#  was open, the others bolted.";
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                message[2] = "* But not me. Nope.";
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                message[3] = "* I'm loyal like that.";
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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] = "* Don't mean to bring the mood#  down but uh...";
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                message[1] = "* The beach house I was eyeing?";
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                message[2] = "* Down payment alone is like,#  100 G's.";
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                message[3] = "* Not one-hundred G,#  one-hundred-GRAND.";
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                message[4] = "* But yeah, no, I'm chill about#  it.";
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                message[5] = "* Everyone knows the housing#  bubble is gonna burst.";
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                message[6] = "* As soon as that happens, I am#  cleaning UP!";
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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] = "* Heh, I do dabble in economics#  if you were wondering.";
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                message[1] = "* Been hitting the market HARD#  lately.";
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                message[2] = "* I got the sickest portfolio -#  you would believe it.";
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                message[3] = "* Every stock I own is in rapid#  decline.";
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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] = "* Life is genuinely good right#  now.";
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                message[1] = "* Nowhere to go but up!";
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            }
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            break;
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    }
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}