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gml_Object_obj_npc_happycactus_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] = "* This town is quite the#  spectacle, is it not?";
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                message[1] = "* Ah ha! I would bury myself in#  its sand if I could, yep yep!";
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            }
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            npc_flag++;
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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] = "* Have you met my cousin over by#  the Oasis?";
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                message[1] = "* What a sad sight, boo hoo.";
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                message[2] = "* What he needs is a visit to the#  Wild East, he does!";
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                message[3] = "* Lifts the spirit right up, oh#  yes!";
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            }
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            npc_flag++;
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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] = "* That other fellow near the#  well? Oh ho! I do not know them.";
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                message[1] = "* Lying around in this heat will#  dry you out, I say!";
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            }
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            npc_flag++;
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            break;
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        case 3:
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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 hope you have a#  wonderfully-happy-go time here!";
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                message[1] = "* Ah ha! Oh yes! I'm sure you#  will!";
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            }
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            break;
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    }
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}