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gml_Object_obj_npc_backtrack_toast_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] = "* Look who it is!";
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                message[1] = "* Didn't think I'd see you back#  here before the boss.";
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                message[2] = "* He left on business...";
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                message[3] = "* That's all...";
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                message[4] = "* Yeah...";
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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] = "* Aight, I'll spill, you've#  convinced me.";
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                message[1] = "* There's a fella who likes to#  loiter ‘round here. You#  might've seen ‘em.";
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                message[2] = "* Yeeaah well, we got history.";
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                message[3] = "* While back, he set up a shop.#  On OUR turf.";
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                message[4] = "* The boss was STEAMIN'. Real#  peeved off, ya know?";
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                message[5] = "* But Rephil, bein' the upsittin'#  citizen he is, thought#  it best to strike a deal.";
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                message[6] = "* If the fella were to pay us a#  mortgage, we wouldn't kick him#  to the cold.";
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                message[7] = "* Sounds fair, right?";
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                message[8] = "* Well, his little venture#  didn't go so well.";
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                message[9] = "* His end of the deal wasn't#  exactly kept up, so Rephil did#  what had to be done.";
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                message[10] = "* ...What? You don't like our#  methods?";
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                message[11] = "* Hey, don't spend money you#  don't have. All's I'm sayin'.";
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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] = "* Yeah yeah, there's more to the#  story.";
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                message[1] = "* So the guy still owes us big#  time, right?";
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                message[2] = "* Well we kept an eye on him for#  a while as he tried these#  “pop-up shop” things.";
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                message[3] = "* It was quiet. Peaceful, even.#  Until recently...";
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                message[4] = "* He seemed to be in a hurry.#  Briefcase all packed and such.";
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                message[5] = "* The boss was MIGHTY#  suspicious, so we set a game up#  for him.";
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                message[6] = "* The ball was summoned and the#  stakes were high.";
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                message[7] = "* Suddenly he shouts “LOOK! IT'S#  A BIRD!” and we turn around#  QUICK.";
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                message[8] = "* Turns out there actually was a#  bird and it was sick.";
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                message[9] = "* BUT! ";
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                message[10] = "* In that moment, he STOLE our#  Orange Ball (limited edition)#  and ran!";
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                message[11] = "* By the time Rephil noticed,#  the fella was long gone.";
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                message[12] = "* Ohhh Rephil was PIPIN' mad!#  Understandably.";
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                message[13] = "* So that's about where we are#  now.";
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                message[14] = "* The whole thing has been a#  frickin' pain.";
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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] = string("* I'd be off searchin' with the#  boss but {0} gets lonely#  easily.", global.fun_swig_name);
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                message[1] = "* What's that classic saying? Oh#  yeah:";
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                message[2] = "* \"A Shuffler never leaves a#  Shuffler behind.\"";
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                message[3] = "* That's like, rule 5.";
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                message[4] = "* Wait... ";
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                message[5] = "* The boss broke rule 5!";
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                message[6] = "* What the hell!";
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            }
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            break;
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    }
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}