Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_npc_blembino_break_6_Step_0

(view raw script w/o annotations or w/e)
1
event_inherited();
2
if (interact == true)
3
{
4
    scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
5
    switch (npc_flag)
6
    {
7
        case 0:
8
            with (msg)
9
            {
10
                talker[0] = other.object_index;
11
                message[0] = "* Leave me alone. I've had#  ENOUGH of this town.";
12
                message[1] = "* I swear, no one here really#  gets me. ";
13
                message[2] = "* No, they don't UNDERSTAND the#  level I'm at.";
14
                message[3] = "* I can stare at someone and#  they'll feel true fear.";
15
                message[4] = "* Well... not everyone...";
16
            }
17
            npc_flag++;
18
            break;
19
        case 1:
20
            with (msg)
21
            {
22
                talker[0] = other.object_index;
23
                message[0] = "* \"If you think you're so tough,#  why don't you prove it\" he#  said.";
24
                message[1] = "* Alright yeah, maybe I#  misjudged how strong a left#  hook to the cheek could be.";
25
                message[2] = "* Yeah, maybe I should've taken#  on someone smaller, but it's#  all part of my plan.";
26
                message[3] = "* I wasn't even using all my#  power... ";
27
            }
28
            npc_flag++;
29
            break;
30
        case 2:
31
            with (msg)
32
            {
33
                talker[0] = other.object_index;
34
                message[0] = "* Big red guy... and his dumb,#  stupid, little hat...";
35
                message[1] = "* Trust me, if i had landed the#  first hit things would've ended#  MUCH differently.";
36
                message[2] = "* He got lucky...";
37
            }
38
            npc_flag++;
39
            break;
40
        case 3:
41
            with (msg)
42
                message[0] = "* Go away.";
43
            break;
44
    }
45
}