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gml_Object_obj_npc_marlyn_Step_0

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event_inherited();
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if (interact == true)
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    is_active = true;
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if (npc_flag == 3 && sprite_index != spr_npc_marlyn_asleep)
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    sprite_index = spr_npc_marlyn_asleep;
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if (is_active == true)
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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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    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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                ch_msg = 3;
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                ch[1] = "Yes";
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                ch[2] = "No";
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                talker[0] = other.object_index;
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                message[0] = "* Haha... hah...";
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                message[1] = "* The doc just replaced one of my#  pincers.";
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                message[2] = "* I feel funny... haha... I feel#  HILARIOUS!";
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                message[3] = "* Wanna hear a joke?";
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                if (outcome == 1)
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                {
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                    message[4] = "* OK, so there's this stone#  pillar, right?";
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                    message[5] = "* It ain't your everyday pillar,#  though. This one has a drawing#  of a cat on it.";
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                    message[6] = "* So... haha... does that make it#  a CATerpillar? HAHA!!";
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                    message[7] = "* Man, I'm good!";
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                }
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                if (outcome == 2)
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                    message[4] = "* Bug off then, haha hah...";
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            }
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            if (!global.dialogue_open)
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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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                talker[0] = other.object_index;
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                message[0] = "* Haha... I'm a bed bug. Get it?#  Cause I'm in bed.";
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                message[1] = "* I can see you holding back a#  smile, hah...";
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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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                talker[0] = other.object_index;
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                message[0] = "* Hold on, I need to think of#  more material.";
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                message[1] = "* In fact I'm getting... a#  little....";
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            }
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            if (!global.dialogue_open)
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            {
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                npc_flag++;
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                sprite_index = spr_npc_marlyn_asleep;
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            }
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            break;
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        case 3:
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            with (msg)
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                message[0] = "* ZzzzzzzZZZZ";
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            break;
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    }
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}
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if (is_active == true && !global.dialogue_open)
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    is_active = false;