"Why are you like this?"
"BITCH, WHY ARE YOU LIKE THIS?"
........
"Touché."
0 notes
favorite error message?
<string>
myinteract= 3;
global.msc= 0;
global.typer= 5;
global.facechoice= 0;
global.faceemotion= 0;
global.msg[0]= " error/%%";
global.msg[0]= "* (It\'s a bed.)/%%";
mydialoguer= instance_create(0, 0, 779/* obj_dialoguer */);
talkedto++;
</string>
10 notes
·
View notes
obj_echoflower
This file contains echo flower dialogue, including a lot of mysterious unused dialogue.
Consult this post for information on typer values. #5 is the default text for narration and npcs (as seen in SCR_GAMESTART), and #4 is Toriel’s value.
Consult this site for information on room numbers. The most infamous chunk of unused text doesn’t show up in-game because it’s set to only be used in room #9999, a room that doesn’t actually exist. Presumably, it was originally set up to show up in an actual room in Waterfall, before Toby decided to remove it.
Object:
builtin.index = 1158
builtin.name = "obj_echoflower"
builtin.parent_index = 1369
builtin.parent_name = "obj_readablesolid"
builtin.sprite_index = 1605 // "spr_echoflower"
builtin.visible = true
builtin.solid = true
builtin.persistent = false
builtin.depth = 0/*
Locals: 17
dsprite, dtsprite, facing, i, lsprite, ltsprite, mydialoguer, myinteract
no, rsprite, rtsprite, talkedto, usprite, utsprite, v, w, xxx
BuiltIn: 9
direction, id, image_speed, object_index, room, room_width, visible, x, y
Sprites Used:
Index=1605 Name=spr_echoflower
Objects Used:
Index=1369 Name=obj_readablesolid
*/Event: ev_create
self.dsprite= 1353;
self.usprite= 1362;
self.lsprite= 1367;
self.rsprite= 1363;
self.dtsprite= 1353;
self.utsprite= 1362;
self.ltsprite= 1367;
self.rtsprite= 1363;
self.myinteract= 0;
self.facing= 0;
self.direction= 270;
self.talkedto= 0;
self.image_speed= 0;
self.w= 0;
self.v= 0;
self.xxx= 0;
if(self.room == 172) self.visible= 0;self.ev_alarm = self.ev_alarm or {}
Event: ev_alarm[0]
self.myinteract= 3;
global.msc= 0;
global.typer= 5;
global.facechoice= 0;
global.faceemotion= 0;
global.msg[0]= "* Error!/%%";
if(self.room == 83) {
if(instance_exists(1358/* obj_npc_room */)) {
if(obj_npc_room.talkedto == 0) {
global.msg[0]= "* All that gives my life& validation is explaining& the Echo Flower.../";
global.msg[1]= "* No one can know.../%%";
self.v= 1;
}
if(obj_npc_room.talkedto == 1 && self.v == 0)
global.msg[0]= "* This is an Echo Flower^1.&* It repeats the last thing& it heard^1, over and over.../%%";
if(obj_npc_room.talkedto > 1 && self.v == 0)
global.msg[0]= "* Neat^1, huh?/%%";
if(obj_npc_room.talkedto > 0 && self.v == 1)
global.msg[0]= "* Never trust a flower..^1.&* That\'s one of the constants& of this world./%%";
} else global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(self.room == 84) {
if(self.x < self.room_width / 2)
global.msg[0]= "* Sitting behind rushing water..^1.&* It makes me feel relaxed./%%";
if(self.x > self.room_width / 2)
global.msg[0]= "* I swore I saw something..^1.&* Behind that rushing water.../%%";
}
if(self.room == 89)
global.msg[0]= "* I just wasn\'t ready for& the responsibility./%%";
if(self.room == 90) {
if(self.x > 40) {
global.msg[0]= "* A long time ago^1, monsters would& whisper their wishes to the& stars in the sky./";
global.msg[1]= "* If you hoped with all your& heart^1, your wish would come& true./";
global.msg[2]= "* Now^1, all we have are these& sparkling stones on the& ceiling.../%%";
if(scr_murderlv() >= 8) global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(self.x > 180) {
global.msg[0]= "* Thousands of people wishing& together can\'t be wrong!/";
global.msg[1]= "* The king will prove that./%%";
if(scr_murderlv() >= 8) global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(self.x > 280) global.msg[0]= "* C\'mon^1, sis^1!&* Make a wish!/%%";
if(self.x > 380)
global.msg[0]= "* I wish my sister and I will& see the real stars someday.../%%";
if(self.x > 620)
global.msg[0]= "* Ah..^1. seems my horoscope is& the same as last week\'s.../%%";
if(scr_murderlv() >= 8 || global.flag[350] == 1)
global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(self.room == 91 && self.x < self.room_width / 2)
global.msg[0]= "* Sitting behind rushing water..^1.&* It makes me feel relaxed./%%";
if(self.room == 94) {
global.msg[0]= "* Squeak./%%";
if(scr_murderlv() >= 8) global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(self.room == 97) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* Don\'t say that^1!&* Come on^1, I promise I& won\'t laugh./%%";
if(self.x < 700 && self.y < 360) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* So^1? Don\'t you have any& wishes to make?/%%";
}
if(self.x < 700 && self.y > 360) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* ... hmmm^1, just one^1, but.../";
global.msg[2]= "* It\'s kind of stupid./%%";
}
if(scr_murderlv() >= 8 || global.flag[350] == 1)
global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(self.room == 98)
global.msg[0]= "* I can\'t run any longer..^1.&* Somebody^1, anybody.../%%";
if(self.room == 131) {
global.msg[0]= "* Someday^1, I\'d like to climb& this mountain we\'re all& buried under./%%";
if(self.y == 160) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* Sorry^1, it\'s just funny.../";
global.msg[2]= "* That\'s my wish^1, too./%%";
}
if(self.y == 240) {
global.msg[0]= "* (You hear laughter.)/";
global.msg[1]= "* ... hey^1, you said you wouldn\'t& laugh at it!/%%";
}
if(self.y == 320) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* Someday^1, I\'d like to climb& this mountain we\'re all& buried under./";
global.msg[2]= "* Standing under the sky^1, looking& at the world all around..^1.&* That\'s my wish./%%";
}
if(self.y == 420) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* Of course I won\'t laugh!/%%";
}
if(self.y > 450) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* ... hmmm..^1. if I say my wish..^1.&* You promise you won\'t& laugh at me?/%%";
}
if(self.xxx == 1 && self.y == 420) {
global.typer= 4;
global.msg[0]= "* Where oh where could that& child be...?/";
global.msg[1]= "* I\'ve been looking all over& for them.../";
global.msg[2]= "\\TS* .../";
global.msg[3]= "\\TF* Hee hee hee./";
global.msg[4]= "* THAT\'S not true./";
global.msg[5]= "* She\'ll find another kid^1, and& instantly forget about you./";
global.msg[6]= "* You\'ll NEVER see her again./%%";
if(global.flag[45] == 4) {
global.typer= 4;
global.msg[0]= "* Where am I...?/";
global.msg[1]= "* It\'s so cold here..^1.&* And so dark.../";
global.msg[2]= "* Someone help me..^1.&* Anyone..^1. please..^1.&* Help me.../";
global.msg[3]= "\\TF* .../";
global.msg[4]= "* But nobody came./%%";
}
}
if(scr_murderlv() >= 8 || global.flag[350] == 1)
global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(self.room == 9999) {
self.no= 0;
self.i= 1;
while(self.i < 6) {
if(self.id == instance_find(self.object_index, self.i)) self.no= self.i;
self.i++;
}
if(self.y > 400) self.no= 0;
if(self.no == 0)
global.msg[0]= "* I\'m gonna run around in a& huge field of flowers./%%";
if(self.no == 0 && self.xxx == 1) {
global.typer= 4;
global.msg[0]= "* Where oh where could that& child be...?/";
global.msg[1]= "* I\'ve been looking all over& for them.../";
global.msg[2]= "\\TS* .../";
global.msg[3]= "\\TF* Hee hee hee./";
global.msg[4]= "* THAT\'S not true./";
global.msg[5]= "* She\'ll find another kid^1, and& instantly forget about you./";
global.msg[6]= "* You\'ll NEVER see her again./%%";
if(global.flag[45] == 4) {
global.typer= 4;
global.msg[0]= "* Where am I...?/";
global.msg[1]= "* It\'s so cold here..^1.&* And so dark.../";
global.msg[2]= "* Someone help me..^1.&* Anyone..^1. please..^1.&* Help me.../";
global.msg[3]= "\\TF* .../";
global.msg[4]= "* But nobody came./%%";
}
}
if(self.no == 4)
global.msg[0]= "* Maybe I could jump without& hitting my head./%%";
if(self.no == 3) global.msg[0]= "* ... I wanna..^1.&* I wanna.../%%";
if(self.no == 2)
global.msg[0]= "* You wanna ride a train^1, right^1,& honey?/%%";
if(self.no == 1)
global.msg[0]= "* I\'ll climb this mountain& and.../%%";
if(self.x > 162) {
self.no= 5;
global.typer= 5;
}
if(self.no == 5)
global.msg[0]= "* I just want everyone to be& happy.../%%";
if(scr_murderlv() >= 8) global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(self.room == 172)
global.msg[0]= "* (You stop to smell the& flowers.)/%%";
self.mydialoguer= instance_create(0, 0, 779/* obj_dialoguer */);
self.talkedto++;Event: ev_alarm[4]
self.w++;Event: ev_step_begin
scr_depth(0, 0, 0, 0, 0);
scr_npc_anim();
6 notes
·
View notes
obj_dogfoodbag
Notes:
global.kills is total number of monsters killed in the game.
global.flag[52] is Doggo’s status. A status of 1 means he’s dead.
global.flag[53] is Dogamy and Dogaressa’s status. A status of 1 means one or both of them are dead.
global.flag[54] is Greater Dog’s status. A status of 1 means it’s dead.
global.flag[55] is Lesser Dog’s status. A status of 1 means it’s dead.
scr_murderlv controls progression through a No Mercy storyline.
murderlv=12 is the point in the NM run where you’ve finished Waterfall, but haven’t gotten a chance to kill anyone in Hotland yet.
This file controls the flavor text for the bag of dog food in Alphy’s lab.
Object:
builtin.index = 1286
builtin.name = "obj_dogfoodbag"
builtin.parent_index = 1367
builtin.parent_name = "obj_readable"
builtin.sprite_index = 1859 // "spr_dogfoodbag"
builtin.visible = true
builtin.solid = false
builtin.persistent = false
builtin.depth = 999900/*
Locals: 2
mydialoguer, myinteract
Sprites Used:
Index=1859 Name=spr_dogfoodbag
Objects Used:
Index=1367 Name=obj_readable
*/Event: ev_create
self.myinteract= 0;self.ev_alarm = self.ev_alarm or {}
Event: ev_alarm[0]
self.myinteract= 3;
global.msc= 0;
global.typer= 5;
global.facechoice= 0;
global.faceemotion= 0;
global.msg[0]= "* (It\'s a half-empty bag& of dog food.)/%%";
if(global.kills == 0)
global.msg[0]= "* (It\'s a bag of dog food.^1)&* (It\'s half-full.)/%%";
if(global.kills > 20 && global.flag[52] == 1 && global.flag[53] == 1 && global.flag[54] == 1 && global.flag[55] == 1) {
global.msg[0]= "* (It\'s a half-empty bag& of dog food.)/";
global.msg[1]= "* (...)/";
global.msg[1]= "* (You just remembered& something funny.)/%%";
}
if(global.plot < 126 && scr_murderlv() < 12)
global.msg[0]= "* (It\'s too dark to see& near the walls.)/%%";
self.mydialoguer= instance_create(0, 0, 779/* obj_dialoguer */);
6 notes
·
View notes
obj_floweytrigger2
Content under the cut.
Object:
builtin.index = 879
builtin.name = "obj_floweytrigger2"
builtin.sprite_index = 1057 // "spr_event"
builtin.visible = false
builtin.solid = false
builtin.persistent = false
builtin.depth = 0/*
Locals: 12
a, b, c, conversation, d, dingus, FS, mydialoguer, myinteract, q, TK, TS
BuiltIn: 10
alarm, image_index, image_speed, image_xscale, image_yscale, sprite_index
x, xprevious, y, yprevious
Sprites Used:
Index=1057 Name=spr_event
*/Event: ev_create
self.image_yscale= 1;
self.image_xscale= 100;
self.conversation= 0;
self.q= 0;
ini_open("undertale.ini");
self.a= ini_read_real("Flowey", "Alter", 0);
self.b= ini_read_real("Flowey", "K", 0);
self.c= ini_read_real("Flowey", "SPECIALK", 0);
self.d= ini_read_real("Flowey", "alter2", 0);
ini_close();
if(self.a > 0 || self.b > 0 || self.c > 0) self.q= 1;
if(scr_murderlv() >= 2) self.q= 0;
if(self.d > 0) self.q= 1;
if(self.q == 1) {
// obj_floweytalker1
with(875) instance_destroy();
instance_destroy();
}
if(global.plot > 27) {
// obj_floweytalker1
with(875) instance_destroy();
instance_destroy();
}
self.dingus= 0;self.ev_alarm = self.ev_alarm or {}
Event: ev_alarm[1]
global.plot= 28;
obj_floweytalker1.sprite_index= 1100/* spr_floweysink */;
obj_floweytalker1.image_index= 1;
obj_floweytalker1.image_speed= 0.5;
global.interact= 0;
instance_destroy();Event: ev_alarm[2]
global.plot= 28;
global.interact= 0;
instance_destroy();Event: ev_step_normal
if((self.conversation == 2 || self.conversation == 4) && !instance_exists(779/* obj_dialoguer */)) {
global.interact= 1;
self.alarm[1]= 150;
if(self.conversation == 2) snd_play(52/* snd_floweylaugh */);
else {
snd_play(86/* snd_wonderfulidea */);
self.alarm[1]= 80;
}
obj_floweytalker1.image_speed= 0.25;
self.conversation= 999;
}
if(self.conversation == 3 && !instance_exists(779/* obj_dialoguer */)) {
global.interact= 1;
obj_floweytalker1.sprite_index= 1097/* spr_floweygrow */;
obj_floweytalker1.image_speed= 0.33333334;
obj_floweytalker1.image_index= 0;
self.alarm[2]= 240;
self.conversation= 999;
}
if(self.conversation == 1) {
global.interact= 1;
self.myinteract= 3;
global.typer= 9;
global.facechoice= 2;
global.faceemotion= 0;
global.msc= 0;
ini_open("undertale.ini");
self.TK= ini_read_real("Toriel", "TK", 0);
self.TS= ini_read_real("Toriel", "TS", 0);
self.FS= ini_read_real("Flowey", "FloweyExplain1", 0);
ini_close();
global.msg[0]= "* Error/%%";
if(global.flag[45] == 4) {
global.msg[0]= "* Hee hee hee.../";
global.msg[1]= "\\E2* I hope you like your& choice./";
global.msg[2]= "* After all^1, it\'s not& as if you can go& back and change fate./";
global.msg[3]= "\\E0* In this world^1, it\'s kill& or be killed./";
global.msg[4]= "\\E2* That old hag thought& she could break the& rules./";
global.msg[5]= "\\E1* She tried so hard& to save you humans./";
global.msg[6]= "\\E0* But when it came& down to it.../";
global.msg[7]= "\\TF*\\E5 Hee hee.../";
global.msg[8]= "\\E4* SHE COULDN\'T EVEN& SAVE HERSELF./";
global.msg[9]= "* WHAT AN IDIOT!!/%%";
self.conversation= 2;
if(self.TK == 2) {
global.msg[0]= "\\E2* Heheheheh./";
global.msg[1]= "* You just can\'t& get enough^1, can you!?/";
global.msg[2]= "\\E4* .../";
global.msg[3]= "\\E6* How many more& times will you& kill her?/";
global.msg[4]= "* Ha ha ha ha ha.../";
global.msg[5]= "\\E4*\\TF You disgusting animal./";
global.msg[6]= "* You didn\'t even& TRY to spare her./%%";
self.conversation= 2;
}
if(self.TK > 2) {
global.msg[0]= "* Wow^1, you really& can\'t get enough./";
global.msg[1]= "\\E5* You kind of remind& me of myself./%%";
self.conversation= 2;
}
if(self.TS > 0 && self.TK > 0) {
ini_open("undertale.ini");
ini_write_real("Flowey", "FloweyExplain1", 1);
ini_close();
global.msg[0]= "* Wow^1, you\'re utterly& repulsive./";
global.msg[1]= "\\E6* You spared her life.../";
global.msg[2]= "* Then you decided that& just wasn\'t interesting& enough for you./";
global.msg[3]= "\\E7* So you murdered her& just to see what& would happen./";
global.msg[4]= "\\E5* You killed her out& of boredom./";
global.msg[5]= "* Truly disgusting.../%%";
if(self.FS == 0) {
global.msg[5]= "* Hee hee.../";
global.msg[6]= "\\E4* You naive idiot./";
global.msg[7]= "* Do you think you& are the only one& with that power?/";
global.msg[8]= "\\E4* The power to reshape& the world.../";
global.msg[9]= "* Purely by your& own determination./";
global.msg[10]= "* The ability to& play God!/";
global.msg[11]= "* The ability to \"SAVE.\"/";
global.msg[12]= "\\E0* I thought I was& the only one with& that power^1. But.../";
global.msg[13]= "\\E1* I can\'t SAVE anymore./";
global.msg[14]= "* Apparently YOUR& desires for this& world override MINE./";
global.msg[15]= "\\E5* Well well./";
global.msg[16]= "* Enjoy that power& while you can./";
global.msg[17]= "\\E4* I\'ll be watching./%%";
self.conversation= 3;
}
}
if(scr_murderlv() >= 2) {
ini_open("undertale.ini");
ini_write_real("Flowey", "truename", 1);
ini_write_real("Flowey", "alter2", 1);
ini_close();
global.msg[0]= "* Hahaha.../";
global.msg[1]= "\\E1* You\'re not really human^1,& are you?/";
global.msg[2]= "\\E1* No.^2 You\'re empty inside^2.&* \\E4Just like me^1.&* In fact.../";
global.msg[3]= "\\E8* You\'re " + global.charname + ",^1 right?/";
global.msg[4]= "\\E0* We\'re still inseperable^1,& after all these years.../";
global.msg[5]= "* Listen^1.&* I have a plan to become& all powerful./";
global.msg[6]= "\\E2* Even more powerful than& you and your stolen& soul./";
global.msg[7]= "\\E4* Let\'s destroy everything& in this wretched world./";
global.msg[8]= "\\E6* Everyone^1, everything in& these \\E7worthless& memories.../";
global.msg[9]= "\\E5* Let\'s turn \'em all& to dust./%%";
self.conversation= 4;
}
} else {
if(global.flag[45] == 5) {
global.faceemotion= 2;
global.msg[0]= "* Clever.&* Verrrryyy clever./";
global.msg[1]= "* You think you\'re really& smart^1, don\'t you?/";
global.msg[2]= "\\E0* In this world^1, it\'s kill& or be killed./";
global.msg[3]= "\\E1* So you were able to& play by your own& rules./";
global.msg[4]= "*\\E4 You spared the life& of a single person./";
global.msg[5]= "* Hee hee hee.../";
if(global.kills > 0) {
global.msg[6]= "* Froggit^1, Whimsun^1.&* Vegetoid^1, Loox^1.&* Migosp^1, Moldsmal./";
global.msg[7]= "* Think about those names./";
global.msg[8]= "* Do you think any of& those monsters have& families?/";
global.msg[9]= "* Do you think any of& them have friends?/";
global.msg[10]= "\\E6* Each one could have& been someone else\'s& Toriel./";
global.msg[11]= "\\E7* Selfish brat./";
global.msg[12]= "* Somebody is dead& because of you./%%";
self.conversation= 2;
}
if(global.kills == 0) {
global.msg[6]= "\\E2* I bet you feel& really great./";
global.msg[7]= "* You didn\'t kill& anybody this time./";
global.msg[8]= "\\E0* But what will you& do if you meet a& relentless killer?/";
global.msg[9]= "* You\'ll die and you\'ll& die and you\'ll& die./";
global.msg[10]= "\\E1* Until you tire of& trying./";
global.msg[11]= "\\E0* What will you do& then?/";
global.msg[12]= "\\E5* Will you kill& out of frustration?/";
global.msg[13]= "* Or will you give& up entirely on& this world.../";
global.msg[14]= "\\E4* ... and let ME inherit& the power to control& it?/";
global.msg[15]= "\\E5* I am the prince of& this world\'s future./";
global.msg[16]= "* Don\'t worry^1, my little& monarch^1, my plan& isn\'t regicide./";
global.msg[17]= "* This is SO much& more interesting./%%";
self.conversation= 3;
}
if(self.TK > 0 && self.FS == 0) {
ini_open("undertale.ini");
ini_write_real("Flowey", "FloweyExplain1", 1);
ini_close();
global.msg[6]= "* But don\'t act so& cocky./";
global.msg[7]= "* I know what you did./";
global.msg[8]= "\\E6* You murdered her./";
global.msg[9]= "\\E7* And then you went& back^1, because you& regretted it./";
global.msg[10]= "* Ha ha ha ha.../";
global.msg[11]= "\\E5* You naive idiot./";
global.msg[12]= "* Do you think you& are the only one& with that power?/";
global.msg[13]= "\\E4* The power to reshape& the world.../";
global.msg[14]= "* Purely by your& own determination./";
global.msg[15]= "* The ability to& play God!/";
global.msg[16]= "* The ability to \"SAVE.\"/";
global.msg[17]= "\\E0* I thought I was& the only one with& that power^1. But.../";
global.msg[18]= "\\E1* I can\'t SAVE anymore./";
global.msg[19]= "* Apparently YOUR& desires for this& world override MINE./";
global.msg[20]= "\\E5* Well well./";
global.msg[21]= "* Enjoy that power& while you can./";
global.msg[22]= "\\E4* I\'ll be watching./%%";
self.conversation= 3;
}
}
}
self.mydialoguer= instance_create(0, 0, 779/* obj_dialoguer */);
}self.ev_collision = self.ev_collision or {}
Event: ev_collision[1570]
other.x= other.xprevious;
other.y= other.yprevious;
global.interact= 1;
self.conversation= 1;
1 note
·
View note