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gml_Object_obj_npc_hotland_bouncer_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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    if (global.dunes_flag[26] < 3)
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    {
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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] = "* Oi, if ya want in the club,#  you're gonna 'avta wait in line!";
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                    message[1] = "* That is, unless you're on the#  VIP guest list. ";
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                    message[2] = "* I doubt it but it wouldn't 'urt#  to check.";
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                    message[3] = "* ...";
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                    message[4] = "* Wouldja look at that! I got a#  lad 'ere that looks just like#  you!";
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                    message[5] = "* Go on, then!";
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                    other.npc_flag++;
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                    break;
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                case 1:
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                    message[0] = "* Got a lotta impatient monsters#  who show up 'ere.";
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                    message[1] = "* Surely by now they would know#  not to come durin' crab hour!";
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                    other.npc_flag++;
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                    break;
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                case 2:
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                    message[0] = "* The crabs are Mr. Bailador's#  understudies.";
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                    message[1] = "* \"The Sentinels of Sound\" 'e#  calls 'em.";
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                    message[2] = "* Not sure where he rounded the#  fellas up but the guy gets#  around.";
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                    message[3] = "* I try not to dabble in their#  business, I'm just 'ere for the#  paycheck.";
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                    other.npc_flag++;
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                    break;
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                case 3:
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                    message[0] = "* You 'ave fun in there!";
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                    break;
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            }
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        }
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    }
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    else
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    {
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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] = "* Oi, club's closed.";
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                    message[1] = "* Mr. Bailador isn't answering#  'is phone.";
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                    message[2] = "* Sure 'e's always travlin' but#  it ain't like him to miss crab#  hour.";
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                    message[3] = "* Ah well, the understudies just#  left to go searchin' for 'im.";
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                    message[4] = "* Wild night this is...";
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                    other.npc_flag++;
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                    break;
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                case 1:
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                    message[0] = "* Didja not 'ear me the first#  time?";
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                    message[1] = "* Ain't no dancin' happenin'#  tonight.";
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                    message[2] = "* Do it somewhere else if ya#  must.";
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                    other.npc_flag++;
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                    break;
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                case 2:
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                    message[0] = "* 'Ope I'm still gettin' paid#  for this...";
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                    break;
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            }
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        }
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    }
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}