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gml_Object_obj_npc_backtrack_swig_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] = "* Man, I don't know what's goin'#  on these days.";
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                message[1] = "* Debt... Drama...";
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                message[2] = "* When did this gang get so#  serious?";
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                message[3] = "* Frankly...";
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                message[4] = "* I liked it when we just played#  shuffle games with the#  residents.";
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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] = "* You wanna know my real dream?";
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                message[1] = "* Bein' a bodyguard!";
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                message[2] = "* For someone of status, of#  course.";
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                message[3] = "* Keepin' watch while they carry#  out business... That sounds fun.";
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                message[4] = "* I know I'd be a pro at it#  since I've been practicin' my#  pivot.";
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                message[5] = "* No one could ever sneak by#  without my blinkers catchin'#  'em!";
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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] = "* Don't worry about us.";
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                message[1] = "* Best to leave this type-a#  business to the Shufflers.";
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                message[2] = "* Yeah, Shufflers.";
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                message[3] = "* ...";
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                message[4] = "* Wait...";
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            }
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            break;
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    }
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}