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gml_Object_obj_wanda_npc_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] = "* Hehe, haaaiii!!!";
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                message[1] = "* Are you here to bring me home??";
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                message[2] = "* Did Mikey send you??";
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                message[3] = "* Huh?? Huh???";
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                message[4] = "* Doesn't matter because I won't#  go!";
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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] = "* This is just like Mikey!";
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                message[1] = "* Instead of talking face to face#  he sends a little weird guy to#  stare at me!";
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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] = "* Hehe omg!!";
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                message[1] = "* Sorry for calling you weirdddd!";
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                message[2] = "* I tend to bully small children#  when I get moody!";
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                message[3] = "* My b!!";
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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] = "* Mikey never paid any attention#  to me, you know??";
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                message[1] = "* I wanted to teach him a big ol'#  lesson!";
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                message[2] = "* So I'm playing hard to get by#  wandering into the woods and#  maybe dying???";
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                message[3] = "* I think he'd care a lot if that#  happened!!";
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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] = "* Standing out here in this#  fridigy climate starts to get #  to you!";
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                message[1] = "* Starts to make you question#  things!!";
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                message[2] = "* Like.. who's Mikey???";
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            }
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            npc_flag = 5;
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            break;
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        case 5:
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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've never met a Mikey in my#  life!";
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                message[1] = "* Wouldn't it be funny if I did#  tho???";
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                message[2] = "* I'd like, be his gf and he'd#  like, ignore me and I'd like,#  wander into the woods!";
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            }
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            npc_flag = 6;
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            break;
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        case 6:
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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'm so lost, hehe!";
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                message[1] = "* Woopsyyy!!!";
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            }
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            npc_flag = 7;
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            break;
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        case 7:
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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] = "* You think there's a search#  squad looking for me??";
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                message[1] = "* Omg that would make me feel so#  special!!";
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                message[2] = "* What if they send out a#  helicopter??";
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                message[3] = "* Ah!! You prooobably don't know#  what a helicopter is!!";
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                message[4] = "* It's okay!! I won't bore you#  with that forbidden knowledge!";
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            }
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            npc_flag = 8;
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            break;
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        case 8:
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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] = "* This is the ninth time you've#  talked to me!";
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                message[1] = "* Fun!!!";
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            }
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            npc_flag = 9;
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            break;
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        case 9:
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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 think we've made fast#  friends, don't you???";
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                message[1] = "* Wait! How fast can you run??";
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                message[2] = "* Because I am a speed demon!!!";
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                message[3] = "* Aww, you know what??";
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                message[4] = "* I'd race you, but I kiiiinda#  stopped believing in myself#  recently!";
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            }
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            npc_flag = 10;
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            break;
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        case 10:
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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] = "* Fun Wanda fact!!";
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                message[1] = "* They don't let me in most#  restaurants anymore.";
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            }
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            npc_flag = 11;
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            break;
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        case 11:
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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 shoot!!!";
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                message[1] = "* Did I just name drop??";
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                message[2] = "* Omgggg that's so like me!!";
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            }
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            npc_flag = 12;
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            break;
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        case 12:
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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] = "* Hm! Hm!!";
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                message[1] = "* I'm getting a Wanda Signal!!";
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                message[2] = "* ...";
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                message[3] = "* GASP!!!";
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                message[4] = "* I only have one more thing I#  can say to you after this!!";
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                message[5] = "* Noooooo!!!!";
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                message[6] = "* Well, better make it count!";
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            }
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            npc_flag = 13;
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            break;
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        case 13:
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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] = "* One...";
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                message[1] = "* Two...";
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                message[2] = "* Three...";
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                message[3] = "* Four...";
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                message[4] = "* RATS!!!";
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                message[5] = "* No one EVER TOLD ME what comes#  after four!!!";
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                message[6] = "* Lemme start over!!";
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            }
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    }
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}