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gml_Object_obj_npc_virgil_break_3_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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                message[0] = "* I'm not up to anything, I#  swear!";
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                message[1] = "* Can't a monster appreciate a#  fence in peace?";
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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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                message[0] = "* Leave me be! I'm clearly busy!";
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            break;
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    }
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}