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gml_Object_obj_tntman_dunes_06b_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 = true;
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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] = "* I entered this cave to find#  treasure but I found these#  fellas instead.\t";
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                message[1] = "* They hopped up to me and#  now... I guess we're buddies?\t";
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                message[2] = "* Is that how that works???\t";
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                message[3] = "* In any case, nice.";
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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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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* If there's any treasure#  around, you can have it.\t";
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                message[1] = "* I think these funky frogs are#  all I need now.\t";
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                message[2] = "* Oh, and my brother, I guess.#  He's okay.";
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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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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* Sometimes, happiness is just a#  couple of pals chilling in a#  cave.\t";
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                message[1] = "* Other times, it's more#  complicated.\t";
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                message[2] = "* Mine is definitely the former#  cause I can't even spell the#  word complicated! ";
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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] = "* On your way out, say hi to my#  brother for me, eh?";
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            }
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            break;
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    }
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}