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gml_Object_obj_npc_hotland_bailador_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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    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] = "* Ah, it is you!";
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                message[1] = "* Welcome to my club!";
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                message[2] = "* I am glad I remembered to put#  you on the guest list!";
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                message[3] = "* Now, join us in a dance, will#  you?";
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                other.npc_flag++;
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                break;
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            case 1:
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                message[0] = "* Oh right, I forgot you are not#  big on dancing.";
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                message[1] = "* More of a Sentinel of Silence,#  right?";
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                message[2] = "* Funny history I have with those#  folk.";
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                message[3] = "* We all used to live on the top#  floor of UG Apartments north of#  here.";
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                message[4] = "* Our side of the hall wanted to#  be bold! High energy!";
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                message[5] = "* While the other preferred the#  deafening sound of silence.";
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                message[6] = "* We feuded over the SVL for#  weeks! The Standard Volume#  Level, that is.";
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                message[7] = "* Long story short, we all were#  kicked out, haha!";
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                message[8] = "* Gone our separate ways now,#  free to chase any comfort we#  choose.";
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                message[9] = "* I sometimes wonder what that#  bat got up to? Probably lives#  in some Snowdin cave.";
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                other.npc_flag++;
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                break;
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            case 2:
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                message[0] = "* If I were you, I would let#  loose and dance with us!";
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                message[1] = "* One never knows when they dance#  their last!";
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                break;
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        }
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    }
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}