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gml_Object_obj_rosa_overworld_Step_0

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event_inherited();
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if (interact == 1 && waiter == 0)
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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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    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;
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                message[0] = "* Yo, how are'ya?";
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                message[1] = "* Wait, are you from the Wild#  East? That's hilarious!";
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                message[2] = "* Say \"howdy!\" Come on, DO IT!";
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                ch_msg = 2;
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                ch[1] = "Howdy!";
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                ch[2] = "No way";
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                if (outcome == 1)
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                {
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                    message[3] = "* PFFT! I LOVE IT!";
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                    message[4] = "* What, you thought I was making#  fun of you?";
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                    message[5] = "* Ha, no way! You're the most#  fun group of monsters around#  here.";
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                    message[6] = "* Plus, you have a saloon.";
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                    message[7] = "* ...What? I like the food#  there, that's all.";
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                }
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                if (outcome == 2)
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                {
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                    message[3] = "* BOOOO!";
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                    message[4] = "* No real member of the Wild#  East would pass up a \"howdy.\"";
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                    message[5] = "* You definitely don't get human#  culture.";
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                }
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                if (outcome != 0)
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                {
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                    other.npc_flag += 1;
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                    other.waiter = 0;
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                }
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            }
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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;
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                message[0] = "* Have you met my sisters?#  They're kinda annoying.";
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                message[1] = "* Pedla's like, WAY too happy#  all the time.";
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                message[2] = "* Just be normal and fake your#  happiness, like me!";
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                message[3] = "* And Violetta? I'm not sure.";
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                message[4] = "* I think all she needs is to#  find love or something.";
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                message[5] = "* Like, get out there, girl!";
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            }
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            npc_flag += 1;
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            waiter = 0;
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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;
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                message[0] = "* I got work to do so I'll see#  ya.";
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                message[1] = "* Remember to eat your veggies,#  stay hydrated, and say \"howdy\"#  more often.";
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                message[2] = "* That's very important.";
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            }
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            waiter = 0;
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            break;
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    }
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}