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gml_Object_obj_npc_turtle_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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    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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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* Say, another explorer in this#  neck of the caves?";
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                message[1] = "* Pleased to meet ya!";
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                message[2] = "* You wouldn't be in the#  stone-moving business, would#  you?";
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                message[3] = "* Ha! Only kidding around!";
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                message[4] = "* This morning, I set out on an#  expedition to find new wares#  for my shop.";
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                message[5] = "* Right as I passed through that#  door there, it caved in!";
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                message[6] = "* Close one, huh?";
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                message[7] = "* Sorry universe, but you won't#  do me in that easily!";
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                message[8] = "* Wa ha ha!";
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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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            waiter = 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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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* If you're ever in Waterfall,#  be sure to stop by my shop!";
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                message[1] = "* Got plenty o'wares to sell ya!";
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                message[2] = "* No better place your allowance#  could go!";
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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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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* Oh, do you want me to say my#  catchphrase as a farewell?";
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                message[1] = "* Alright then! Ready?";
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                message[2] = "* Let justice prevail!!!";
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                message[3] = "* ...";
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                message[4] = "* Or was it \"Let justice be#  done\"?";
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                message[5] = "* Could've also been \"Here comes#  the hammer.\"";
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                message[6] = "* ...";
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                message[7] = "* What can I say? I never could#  decide on my catchphrase!";
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                message[8] = "* Wa ha ha!";
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            }
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            npc_flag = 4;
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            break;
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        case 4:
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            with (msg)
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            {
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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* Be careful out there, kid!";
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            }
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            break;
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    }
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}
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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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    with (msg)
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    {
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        portrait = false;
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        sndfnt = 99;
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        message[0] = "* What's a young'n like you#  doing out here anyway?";
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        message[1] = "* Surely it wasn't to meet ol'#  Gerson, was it?";
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        message[2] = "* To hear one of my famous#  stories?";
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        message[3] = "* Surely not!";
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        ch_msg = 3;
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        ch[1] = "Stories?";
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        ch[2] = "I should\ngo";
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        if (outcome == 1)
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        {
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            message[4] = "* Yes! I have many great stories#  of the old days.";
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            message[5] = "* Though, at this point, they're#  more like legends!";
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            message[6] = "* You see, I used to be a hero.#  The Hammer of Justice!";
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            message[7] = "* I'd go ‘round, day and night,#  walloping any bad guys that#  needed walloping.";
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            message[8] = "* This one time, I-";
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            message[9] = "* I... er...";
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            message[10] = "* I just forgot all of my#  stories.";
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            message[11] = "* Wa ha ha!!";
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            other.npc_flag = 2;
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            other.waiter = 0;
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        }
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        if (outcome == 2)
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        {
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            message[4] = "* Hey, I would too if I could,#  wa ha ha!";
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            message[5] = "* If my memory serves, and it#  usually doesn't, Mining Co. is#  stationed around here.";
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            message[6] = "* They could clear this cave in#  a jiff!";
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            message[7] = "* Eh, well... the geology here#  IS interesting.";
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            message[8] = "* Maybe I'll stay a while, ya#  know?";
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            message[9] = "* Take my situation as a#  blessing in disguise!";
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            other.npc_flag = 2;
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            other.waiter = 0;
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        }
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    }
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}