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gml_Object_obj_npc_cactony_dunes_30_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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    if (global.party_member != -4 && global.dunes_flag[41] > 0)
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    {
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        with (msg)
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        {
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            sndfnt = 102;
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            message[0] = "* (We need to stay#  focused.)";
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            message[1] = "* (Let's not bother others#  with our problems.)";
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            prt[0] = 321;
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            prt[1] = 338;
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        }
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        exit;
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    }
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    is_talking = 1;
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    with (msg)
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    {
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        switch (other.npc_flag)
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        {
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            case 0:
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                message[0] = "* Hey, dude.";
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                message[1] = "* I know you'll say no, but I'm#  selling free hugs.";
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                message[2] = "* Darn it, you already read my#  sign, didn't you?";
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                message[3] = "* I hate myself.";
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                break;
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            case 1:
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                message[0] = "* No, don't bother asking.";
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                message[1] = "* I'm closing shop, okay?";
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                message[2] = "* This was a dumb idea.";
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                message[3] = "* Even if you did hug me, which#  would be sick, I'd probably#  kill you.";
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                message[4] = "* Not intentionally, of course.#  That'd be a crime, and I hate#  crime.";
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                message[5] = "* Oh great. You might be a#  criminal and now you definitely#  won't hug me.";
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                message[6] = "* Just walk away. It would be#  better for both of us.";
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                break;
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            case 2:
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                message[0] = "* You still want a hug?";
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                message[1] = "* Bro, you need to learn when to#  let go.";
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                message[2] = "* If you won't leave me alone,#  the hugs are no longer free.";
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                message[3] = "* In fact, they are very#  expensive hugs.";
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                message[4] = "* Whatever amount of money you#  own? They're like, triple that.";
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                message[5] = "* I'm honestly not sorry.";
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                break;
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            case 3:
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                message[0] = "* Okay, I KINDA still want a hug#  but I'm in this way too deep.";
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                message[1] = "* Ignore my existence, please.";
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                break;
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        }
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    }
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    if (npc_flag < 3)
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        npc_flag++;
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}