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gml_Object_obj_npc_starlo_backtrack_Step_0

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event_inherited();
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if (!interact)
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    exit;
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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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            talker[0] = other.object_index;
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            message[0] = "* DEPUTY!!!";
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            message[1] = "* Howdy!";
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            message[2] = "* I am ever so delighted#  that you returned.";
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            message[3] = "* ...Makes my parting#  letter a bit awkward but#  hey, s'all good!";
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            prt[0] = 422;
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            prt[1] = 417;
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            prt[2] = 417;
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            prt[3] = 415;
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        }
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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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            talker[0] = other.object_index;
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            message[0] = "* Don't ya have important#  places to be?";
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            message[1] = "* I mean, I'm flattered#  you wanted to see me#  but...";
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            message[2] = "* I already said goodbye!";
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            message[3] = "* Now I gotta go through#  the feisty five stages#  of grief AGAIN!";
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            prt[0] = 417;
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            prt[1] = 415;
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            prt[2] = 417;
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            prt[3] = 420;
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        }
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        npc_flag = 2;
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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] = "* Now that I think about#  it...";
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            message[1] = "* ...The trail up ahead#  must be pretty scary.";
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            message[2] = "* Feel free to relax for#  a bit before you go!";
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            message[3] = "* Moray's playin' a#  lovely set tonight.";
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            message[4] = "* They have been on this#  particular tune for a#  while though...";
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            prt[0] = 407;
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            prt[1] = 418;
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            prt[2] = 417;
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            prt[3] = 415;
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            prt[4] = 421;
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        }
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        npc_flag = 3;
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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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            talker[0] = other.object_index;
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            message[0] = "* Wish nothin' but the#  absolute best for ya,#  partner!";
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            message[1] = "* Yeehaw!";
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            prt[0] = 417;
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            prt[1] = 422;
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        }
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        break;
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}
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if (ds_map_find_value(global.npc_map, npc_id) != npc_flag)
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    ds_map_replace(global.npc_map, npc_id, npc_flag);