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gml_Object_obj_npc_rock_man_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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                color = true;
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                col_modif[0] = 65535;
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                message[0] = "* Visiting from the Wild East,#  are you?";
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                message_col[0][0] = "                    Wild East            ";
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                message[1] = "* I must say, I haven't seen your#  face around these parts.";
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                message[2] = "* Welcome to my abode, young one!";
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                message[3] = "* As you may notice, I have a#  knack for the preservation of#  life.";
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                message[4] = "* Grass is very rare here.";
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                message[5] = "* For any to grow, there must be#  a source of water close by or#  amongst the ground.";
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                message[6] = "* I try my best to keep my own#  little patch happy.";
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                message[7] = "* It's one of my many hobbies!";
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                other.npc_flag++;
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                break;
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            case 1:
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                message[0] = "* The Dunes didn't used to be#  like this.";
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                message[1] = "* Rivers, trees, and plenty of#  grass painted the area; lush#  and beautiful.";
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                message[2] = "* This was years ago, of course.#  The memories often escape me.";
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                message[3] = "* It's hard to blame anyone for#  the loss of those things.";
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                message[4] = "* Poor miners had no idea such a#  large stone could kill an#  ecosystem.";
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                message[5] = "* No one did. It was a new#  discovery at the time.";
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                message[6] = "* I suppose it was nature's will.";
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                other.npc_flag++;
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                break;
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            case 2:
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                message[0] = "* I began a small project south#  of here.";
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                message[1] = "* Planted a sapling in an empty#  shelter.";
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                message[2] = "* The townsfolk and I watch over#  it, giving it water every day.";
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                message[3] = "* If we're lucky, it will grow#  into something wonderful. A#  glimpse of days gone by.";
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                other.npc_flag++;
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                break;
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            case 3:
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                message[0] = "* Enjoy the rest of your visit,#  \"partner\"!";
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                break;
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        }
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    }
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}