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gml_Object_obj_npc_gamer_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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                color = true;
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                col_modif[0] = 16711680;
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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* What's up- I mean howdy, human.";
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                message[1] = "* Don't tell North Star about#  this, but I have a secret.";
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                message[2] = "* When everyone is busy or#  sleeping, I sneak out.";
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                message[3] = "* I go down the Cafe Dune to...#  GAME.";
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                message[4] = "* The arcade is totally rad, you#  dig?";
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                message[5] = "* I'm a gamer at heart but a#  cowboy at skin.";
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                message_col[5][0] = "        gamer                                 ";
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                message[6] = "* I even struggle to keep my#  accent on.";
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                message[7] = "* You should try being a gamer,#  human.";
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                message[8] = "* Maybe you could top my Mew Mew#  score?";
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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] = "* I heard one of the arcade#  machines used to be named \"Luck#  Man.\"";
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                message[1] = "* They changed it because...#  Well I'm sure you know why.\t";
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                message[2] = "* Monsters kept scribbling the#  word \"bad\" in front of \"luck#  man\"!!!";
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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] = "* Do you think they'll ever#  invent another videogame?";
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                message[1] = "* Kind of a missed opportunity to#  only make three.";
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            }
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            break;
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    }
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}