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gml_Object_obj_npc_mo_saloon_Step_0

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event_inherited();
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depth = -room_height;
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if (interact)
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    waiter = 1;
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if (waiter == 1)
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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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                message[0] = "* WAM! What's up?";
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                message[1] = "* You're probably wondering why#  I'm here, right?";
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                message[2] = "* Surely a monster of my status#  should always be out there#  hustling!";
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                message[3] = "* Well, here's a tip from a pro:";
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                message[4] = "* Always be your own boss!";
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                message[5] = "* If you ever feel like you need#  a break, take the opportunity.";
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                message[6] = "* I'm always traveling back and#  forth, making dough, being cool,#  etc.";
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                message[7] = "* It's an exhausting life, am I#  wrong?";
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                ch_msg = 7;
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                ch[1] = "It's easy";
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                ch[2] = "You're right";
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                if (outcome == 1)
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                {
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                    message[8] = "* Oooh, I seee.";
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                    message[9] = "* You think it's easy?";
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                    message[10] = "* Well... it kinda is, not gonna#  lie!";
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                }
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                if (outcome == 2)
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                {
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                    message[8] = "* Ain't I always?";
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                    message[9] = "* ...";
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                    message[10] = "* That's rhetorical.";
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                }
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                message[11] = "* Look, moral of the story is,#  don't overwork yourself, eh?";
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                message[12] = "* That's about as wise as I get.#  Don't get used to it!";
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            }
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            if (!global.dialogue_open)
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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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                message[0] = "* The products here are decent#  but come on, mine are so much#  better.";
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                message[1] = "* Never settle for the#  mass-produced stuff!";
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                message[2] = "* Can't say that too loudly or#  the bartender will hit me, haha.";
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            }
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            if (!global.dialogue_open)
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                npc_flag += 1;
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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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                message[0] = "* You know, I probably shouldn't#  be here.";
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                message[1] = "* I really should be saving my#  G's every chance I get.";
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                message[2] = "* Debt is an aggressive thing!";
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                message[3] = "* ...";
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                message[4] = "* Ahh, I'm just yanking your#  chain like always!";
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                message[5] = "* You know ol' Mo!";
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            }
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            if (!global.dialogue_open)
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                npc_flag += 1;
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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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                message[0] = "* Hopefully our paths cross soon!";
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                message[1] = "* I have ideas for some bangin'#  new products!";
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            }
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            break;
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    }
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}
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if (!global.dialogue_open && waiter == 1)
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    waiter = 0;