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gml_Object_obj_npc_cowcat_break_6_Step_0

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1
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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    is_talking = 1;
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    if (global.dunes_flag[24] == 1)
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    {
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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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                    message[0] = "* Howdy, Deputy!";
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                    message[1] = "* You are the deputy, right?";
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                    message[2] = "* I heard the squad got real#  peeved off after learning#  that.";
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                    message[3] = "* Nyahaha! Don't worry, I#  believe in you!";
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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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                    message[0] = "* Nyahaha!";
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                }
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                break;
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        }
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    }
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    if (global.dunes_flag[24] == 2)
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    {
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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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                    message[0] = "* Howdy, Deputy.\t";
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                    message[1] = "* I'm real worried! Worried#  sick!\t";
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                    message[2] = "* No one can find the Sheriff!#  Nyo one at all!\t";
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                    message[3] = "* He's gonna return soon, right?#  He's gotta!";
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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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                    message[0] = "* Nyohoho.";
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                }
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                break;
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        }
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    }
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}