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gml_Object_obj_npc_fake_horse_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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    is_talking = 1;
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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] = "* Neigh!! Neigh!!!";
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                message[1] = "* Neigh I say!";
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                message[2] = "* For I am a horse, each and#  every day!";
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                message[3] = "* I crunch upon carrots and munch#  upon hay,";
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                message[4] = "* But a shy horse I am, so please#  go away!";
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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] = "* Sorry, I only had time to write#  one jingle.";
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                message[1] = "* It took me all night.";
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                message[2] = "* Maybe I'll think of another#  soon.";
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                message[3] = "* ...";
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                message[4] = "* That last line wasn't a joke,#  by the way.";
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                message[5] = "* Being a horse is my only form#  of true expression.";
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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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                message[0] = "* NeeeiGH!!!!";
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            }
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            break;
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    }
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}
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depth = -9999;