1 |
function scr_save_flowey_dark_ruinsscr_save_flowey_dark_ruinsfunction scr_save_flowey_dark_ruins() //gml_Script_scr_save_flowey_dark_ruins
{
var current_room = room_get_name(room)
current_save_number = 1
scr_determine_save_area()
if (global.flowey_save_number < current_save_number)
global.flowey_save_number = current_save_number
scr_text()
with (msg)
{
sndfnt = 96
var kill_number = global.kill_number[1]
if (global.kill_number[1] <= 15 && global.flowey_flag[6] == 0)
{
global.flowey_flag[6] = 1
if (kill_number <= 10)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
message[0] = "* Gee, it's getting a# little dusty around here,# huh?"
prt[0] = 357
}
else if (global.kill_number[1] <= 10 && global.flowey_flag[6] == 1)
{
global.flowey_flag[6] = 2
if (kill_number <= 5)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
col_modif[0] = 255
message[0] = "* Not too fond of that# whole mercy thing?"
message[1] = "* That's alright, whatever# gets you to ASGORE# friend!"
message_col[0][1] = " # ASGORE"
prt[0] = 353
prt[1] = 348
}
else if (global.kill_number[1] <= 5 && global.flowey_flag[6] == 2)
{
global.flowey_flag[6] = 3
if (kill_number <= 0)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
message[0] = "* You've really got some# passion there."
message[1] = "* There's only " + string(global.kill_number[ scr_determine_world_value_yellow()]) + " of the# monsters left not# counting the weirdo."
message[2] = "* Good luck, pal!"
prt[0] = 357
prt[1] = 348
prt[2] = 347
global.flowey_flag[6] = 3
}
else if (global.kill_number[1] <= 0 && global.flowey_flag[6] == 3)
{
message[0] = "* Wow, it sure is quiet# around here."
message[1] = "* I gotta say, it's# a bit nice with no# disturbances."
message[2] = "* Well, nothing left to# do here I guess. Let's# keep going!"
prt[0] = 347
prt[1] = 348
prt[2] = 348
global.flowey_flag[6] = 4
}
else if (global.flowey_flag[6] == 4 && current_room != "rm_darkruins_16")
{
message[0] = "* Let's keep moving!"
prt[0] = 348
}
else if (other.current_save_number < global.flowey_save_number)
{
message[0] = "* What are you doing back# here? The exit's the# other way, silly!"
message[1] = "* Let's get going."
prt[0] = 352
prt[1] = 348
}
else
{
switch current_room
{
case "rm_darkruins_03":
switch global.flowey_flag[0]
{
case 0:
message[0] = "* Howdy!#* Looks like you got# it then! "
prt[0] = 348
global.flowey_flag[0] = global.flowey_flag[0] + 1
break
case 1:
message[0] = "* Why the long face, pal?"
message[1] = "* Don't worry, this place# is way better than up# there!"
message[2] = "* That old lady would've# just spoiled all of# our fun!"
message[3] = "* Come on, let's not stand# around here all day!"
prt[0] = 348
prt[1] = 347
prt[2] = 357
prt[3] = 348
global.flowey_flag[0] = global.flowey_flag[0] + 1
... () //gml_Script_scr_save_flowey_dark_ruins |
2 |
{ |
3 |
var current_room = room_get_name(room) |
4 |
current_save_number = 1 |
5 |
scr_determine_save_areascr_determine_save_areafunction scr_determine_save_area() //gml_Script_scr_determine_save_area
{
var current_room = room_get_name(room)
switch current_room
{
case "rm_darkruins_03":
current_save_number = 1
global.saveroom = "Dark Ruins - Entrance"
break
case "rm_darkruins_08":
current_save_number = 2
global.saveroom = "Dark Ruins - Atrium"
break
case "rm_darkruins_10":
current_save_number = 3
global.saveroom = "Dark Ruins - Cliff"
break
case "rm_darkruins_12":
current_save_number = 4
global.saveroom = "Dark Ruins - Puzzle"
break
case "rm_darkruins_16":
current_save_number = 5
global.saveroom = "Dark Ruins - Hall"
break
case "rm_snowdin_03_yellow":
current_save_number = 1
global.saveroom = "Snowdin - Delta Rock"
break
case "rm_snowdin_08_yellow":
current_save_number = 2
global.saveroom = "Snowdin - Ruined Shack"
break
case "rm_snowdin_12_yellow":
current_save_number = 3
global.saveroom = "Snowdin - Pathway"
break
case "rm_snowdin_14_yellow":
current_save_number = 4
global.saveroom = "Snowdin - Resort"
break
case "rm_snowdin_20_yellow":
current_save_number = 5
global.saveroom = "Snowdin - Corridor"
break
case "rm_dunes_02":
current_save_number = 1
global.saveroom = "Dunes - Cave"
break
case "rm_dunes_08":
current_save_number = 2
global.saveroom = "Dunes - Tree"
break
case "rm_dunes_14":
current_save_number = 3
global.saveroom = "Mines - Elevator"
break
case "rm_dunes_20":
current_save_number = 4
global.saveroom = "Mines - Minecart"
break
case "rm_dunes_25":
current_save_number = 5
global.saveroom = "Dunes - Mountaintop"
break
case "rm_dunes_28":
current_save_number = 6
global.saveroom = "Dunes - Playground"
break
case "rm_dunes_34":
current_save_number = 7
global.saveroom = "Dunes - Well"
break
case "rm_dunes_37":
current_save_number = 8
global.saveroom = "Wild East - Town"
break
case "rm_dunes_39":
current_save_number = 9
global.saveroom = "Wild East - Outskirts"
break
case "rm_dunes_41":
current_save_number = 10
global.saveroom = "Wild East - Sunnyside"
break
case "rm_steamworks_05":
current_save_number = 11
global.saveroom = "Steamw. - Generator"
break
case "rm_steamworks_09":
current_save_number = 12
global.saveroom = "Steamw. - Raised Path"
break
case "rm_steamworks_15":
current_save_number = 13
global.saveroom = "Steamw. - Lake"
break
case "rm_steamworks_19":
current_save_number = 14
global.saveroom = "Steamw. - Offices"
break
... () |
6 |
if (global.flowey_save_number < current_save_number) |
7 |
global.flowey_save_number = current_save_number |
8 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
9 |
with (msg) |
10 |
{ |
11 |
sndfnt = 96 |
12 |
var kill_number = global.kill_number[1] |
13 |
if (global.kill_number[1] <= 15 && global.flowey_flag[6] == 0) |
14 |
{ |
15 |
global.flowey_flag[6] = 1 |
16 |
if (kill_number <= 10) |
17 |
{ |
18 |
instance_destroy() |
19 |
scr_save_flowey_dark_ruinsscr_save_flowey_dark_ruinsfunction scr_save_flowey_dark_ruins() //gml_Script_scr_save_flowey_dark_ruins
{
var current_room = room_get_name(room)
current_save_number = 1
scr_determine_save_area()
if (global.flowey_save_number < current_save_number)
global.flowey_save_number = current_save_number
scr_text()
with (msg)
{
sndfnt = 96
var kill_number = global.kill_number[1]
if (global.kill_number[1] <= 15 && global.flowey_flag[6] == 0)
{
global.flowey_flag[6] = 1
if (kill_number <= 10)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
message[0] = "* Gee, it's getting a# little dusty around here,# huh?"
prt[0] = 357
}
else if (global.kill_number[1] <= 10 && global.flowey_flag[6] == 1)
{
global.flowey_flag[6] = 2
if (kill_number <= 5)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
col_modif[0] = 255
message[0] = "* Not too fond of that# whole mercy thing?"
message[1] = "* That's alright, whatever# gets you to ASGORE# friend!"
message_col[0][1] = " # ASGORE"
prt[0] = 353
prt[1] = 348
}
else if (global.kill_number[1] <= 5 && global.flowey_flag[6] == 2)
{
global.flowey_flag[6] = 3
if (kill_number <= 0)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
message[0] = "* You've really got some# passion there."
message[1] = "* There's only " + string(global.kill_number[ scr_determine_world_value_yellow()]) + " of the# monsters left not# counting the weirdo."
message[2] = "* Good luck, pal!"
prt[0] = 357
prt[1] = 348
prt[2] = 347
global.flowey_flag[6] = 3
}
else if (global.kill_number[1] <= 0 && global.flowey_flag[6] == 3)
{
message[0] = "* Wow, it sure is quiet# around here."
message[1] = "* I gotta say, it's# a bit nice with no# disturbances."
message[2] = "* Well, nothing left to# do here I guess. Let's# keep going!"
prt[0] = 347
prt[1] = 348
prt[2] = 348
global.flowey_flag[6] = 4
}
else if (global.flowey_flag[6] == 4 && current_room != "rm_darkruins_16")
{
message[0] = "* Let's keep moving!"
prt[0] = 348
}
else if (other.current_save_number < global.flowey_save_number)
{
message[0] = "* What are you doing back# here? The exit's the# other way, silly!"
message[1] = "* Let's get going."
prt[0] = 352
prt[1] = 348
}
else
{
switch current_room
{
case "rm_darkruins_03":
switch global.flowey_flag[0]
{
case 0:
message[0] = "* Howdy!#* Looks like you got# it then! "
prt[0] = 348
global.flowey_flag[0] = global.flowey_flag[0] + 1
break
case 1:
message[0] = "* Why the long face, pal?"
message[1] = "* Don't worry, this place# is way better than up# there!"
message[2] = "* That old lady would've# just spoiled all of# our fun!"
message[3] = "* Come on, let's not stand# around here all day!"
prt[0] = 348
prt[1] = 347
prt[2] = 357
prt[3] = 348
global.flowey_flag[0] = global.flowey_flag[0] + 1
... () |
20 |
return; |
21 |
} |
22 |
message[0] = "* Gee, it's getting a# little dusty around here,# huh?" |
23 |
prt[0] = 357 |
24 |
} |
25 |
else if (global.kill_number[1] <= 10 && global.flowey_flag[6] == 1) |
26 |
{ |
27 |
global.flowey_flag[6] = 2 |
28 |
if (kill_number <= 5) |
29 |
{ |
30 |
instance_destroy() |
31 |
scr_save_flowey_dark_ruinsscr_save_flowey_dark_ruinsfunction scr_save_flowey_dark_ruins() //gml_Script_scr_save_flowey_dark_ruins
{
var current_room = room_get_name(room)
current_save_number = 1
scr_determine_save_area()
if (global.flowey_save_number < current_save_number)
global.flowey_save_number = current_save_number
scr_text()
with (msg)
{
sndfnt = 96
var kill_number = global.kill_number[1]
if (global.kill_number[1] <= 15 && global.flowey_flag[6] == 0)
{
global.flowey_flag[6] = 1
if (kill_number <= 10)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
message[0] = "* Gee, it's getting a# little dusty around here,# huh?"
prt[0] = 357
}
else if (global.kill_number[1] <= 10 && global.flowey_flag[6] == 1)
{
global.flowey_flag[6] = 2
if (kill_number <= 5)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
col_modif[0] = 255
message[0] = "* Not too fond of that# whole mercy thing?"
message[1] = "* That's alright, whatever# gets you to ASGORE# friend!"
message_col[0][1] = " # ASGORE"
prt[0] = 353
prt[1] = 348
}
else if (global.kill_number[1] <= 5 && global.flowey_flag[6] == 2)
{
global.flowey_flag[6] = 3
if (kill_number <= 0)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
message[0] = "* You've really got some# passion there."
message[1] = "* There's only " + string(global.kill_number[ scr_determine_world_value_yellow()]) + " of the# monsters left not# counting the weirdo."
message[2] = "* Good luck, pal!"
prt[0] = 357
prt[1] = 348
prt[2] = 347
global.flowey_flag[6] = 3
}
else if (global.kill_number[1] <= 0 && global.flowey_flag[6] == 3)
{
message[0] = "* Wow, it sure is quiet# around here."
message[1] = "* I gotta say, it's# a bit nice with no# disturbances."
message[2] = "* Well, nothing left to# do here I guess. Let's# keep going!"
prt[0] = 347
prt[1] = 348
prt[2] = 348
global.flowey_flag[6] = 4
}
else if (global.flowey_flag[6] == 4 && current_room != "rm_darkruins_16")
{
message[0] = "* Let's keep moving!"
prt[0] = 348
}
else if (other.current_save_number < global.flowey_save_number)
{
message[0] = "* What are you doing back# here? The exit's the# other way, silly!"
message[1] = "* Let's get going."
prt[0] = 352
prt[1] = 348
}
else
{
switch current_room
{
case "rm_darkruins_03":
switch global.flowey_flag[0]
{
case 0:
message[0] = "* Howdy!#* Looks like you got# it then! "
prt[0] = 348
global.flowey_flag[0] = global.flowey_flag[0] + 1
break
case 1:
message[0] = "* Why the long face, pal?"
message[1] = "* Don't worry, this place# is way better than up# there!"
message[2] = "* That old lady would've# just spoiled all of# our fun!"
message[3] = "* Come on, let's not stand# around here all day!"
prt[0] = 348
prt[1] = 347
prt[2] = 357
prt[3] = 348
global.flowey_flag[0] = global.flowey_flag[0] + 1
... () |
32 |
return; |
33 |
} |
34 |
col_modif[0] = 255 |
35 |
message[0] = "* Not too fond of that# whole mercy thing?" |
36 |
message[1] = "* That's alright, whatever# gets you to ASGORE# friend!" |
37 |
message_col[0][1] = " # ASGORE" |
38 |
prt[0] = 353 |
39 |
prt[1] = 348 |
40 |
} |
41 |
else if (global.kill_number[1] <= 5 && global.flowey_flag[6] == 2) |
42 |
{ |
43 |
global.flowey_flag[6] = 3 |
44 |
if (kill_number <= 0) |
45 |
{ |
46 |
instance_destroy() |
47 |
scr_save_flowey_dark_ruinsscr_save_flowey_dark_ruinsfunction scr_save_flowey_dark_ruins() //gml_Script_scr_save_flowey_dark_ruins
{
var current_room = room_get_name(room)
current_save_number = 1
scr_determine_save_area()
if (global.flowey_save_number < current_save_number)
global.flowey_save_number = current_save_number
scr_text()
with (msg)
{
sndfnt = 96
var kill_number = global.kill_number[1]
if (global.kill_number[1] <= 15 && global.flowey_flag[6] == 0)
{
global.flowey_flag[6] = 1
if (kill_number <= 10)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
message[0] = "* Gee, it's getting a# little dusty around here,# huh?"
prt[0] = 357
}
else if (global.kill_number[1] <= 10 && global.flowey_flag[6] == 1)
{
global.flowey_flag[6] = 2
if (kill_number <= 5)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
col_modif[0] = 255
message[0] = "* Not too fond of that# whole mercy thing?"
message[1] = "* That's alright, whatever# gets you to ASGORE# friend!"
message_col[0][1] = " # ASGORE"
prt[0] = 353
prt[1] = 348
}
else if (global.kill_number[1] <= 5 && global.flowey_flag[6] == 2)
{
global.flowey_flag[6] = 3
if (kill_number <= 0)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
message[0] = "* You've really got some# passion there."
message[1] = "* There's only " + string(global.kill_number[ scr_determine_world_value_yellow()]) + " of the# monsters left not# counting the weirdo."
message[2] = "* Good luck, pal!"
prt[0] = 357
prt[1] = 348
prt[2] = 347
global.flowey_flag[6] = 3
}
else if (global.kill_number[1] <= 0 && global.flowey_flag[6] == 3)
{
message[0] = "* Wow, it sure is quiet# around here."
message[1] = "* I gotta say, it's# a bit nice with no# disturbances."
message[2] = "* Well, nothing left to# do here I guess. Let's# keep going!"
prt[0] = 347
prt[1] = 348
prt[2] = 348
global.flowey_flag[6] = 4
}
else if (global.flowey_flag[6] == 4 && current_room != "rm_darkruins_16")
{
message[0] = "* Let's keep moving!"
prt[0] = 348
}
else if (other.current_save_number < global.flowey_save_number)
{
message[0] = "* What are you doing back# here? The exit's the# other way, silly!"
message[1] = "* Let's get going."
prt[0] = 352
prt[1] = 348
}
else
{
switch current_room
{
case "rm_darkruins_03":
switch global.flowey_flag[0]
{
case 0:
message[0] = "* Howdy!#* Looks like you got# it then! "
prt[0] = 348
global.flowey_flag[0] = global.flowey_flag[0] + 1
break
case 1:
message[0] = "* Why the long face, pal?"
message[1] = "* Don't worry, this place# is way better than up# there!"
message[2] = "* That old lady would've# just spoiled all of# our fun!"
message[3] = "* Come on, let's not stand# around here all day!"
prt[0] = 348
prt[1] = 347
prt[2] = 357
prt[3] = 348
global.flowey_flag[0] = global.flowey_flag[0] + 1
... () |
48 |
return; |
49 |
} |
50 |
message[0] = "* You've really got some# passion there." |
51 |
message[1] = "* There's only " + string(global.kill_number[scr_determine_world_value_yellowscr_determine_world_value_yellowfunction scr_determine_world_value_yellow() //gml_Script_scr_determine_world_value_yellow
{
if (room != rm_battle && room != rm_shop && room != rm_mainmenu && room != rm_death_screen)
global.current_room_overworld = room_get_name(room)
var current_room_overworld = global.current_room_overworld
switch current_room_overworld
{
case "rm_ruins_01_yellow":
case "rm_ruins_02_yellow":
case "rm_ruins_03_yellow":
case "rm_ruins_04_yellow":
case "rm_ruins_05_yellow":
case "rm_ruins_06_yellow":
return 0;
case "rm_darkruins_01":
case "rm_darkruins_02":
case "rm_darkruins_03":
case "rm_darkruins_04":
case "rm_darkruins_05":
case "rm_darkruins_06":
case "rm_darkruins_07":
case "rm_darkruins_08":
case "rm_darkruins_08b":
case "rm_darkruins_09":
case "rm_darkruins_09b":
case "rm_darkruins_10":
case "rm_darkruins_11":
case "rm_darkruins_12":
case "rm_darkruins_13":
case "rm_darkruins_14":
case "rm_darkruins_14b":
case "rm_darkruins_15":
case "rm_darkruins_16":
case "rm_darkruins_16b":
case "rm_darkruins_16c":
case "rm_darkruins_17":
case "rm_darkruins_18":
case "rm_dalvhallway":
case "rm_dalvshouse":
case "rm_dalvsroom":
case "rm_dalvroomhall":
case "rm_dalvExit":
return 1;
case "rm_snowdin_01_yellow":
case "rm_snowdin_02_yellow":
case "rm_snowdin_03_yellow":
case "rm_snowdin_03b_yellow":
case "rm_snowdin_04_yellow":
case "rm_snowdin_05_yellow":
case "rm_snowdin_06_yellow":
case "rm_snowdin_07_yellow":
case "rm_snowdin_08_yellow":
case "rm_snowdin_08b_yellow":
case "rm_snowdin_09_yellow":
case "rm_snowdin_10_yellow":
case "rm_snowdin_11_yellow":
case "rm_snowdin_12_yellow":
case "rm_snowdin_13_yellow":
case "rm_snowdin_14_yellow":
case "rm_snowdin_14b_yellow":
case "rm_snowdin_14c_yellow":
case "rm_snowdin_14d_yellow":
case "rm_snowdin_14e_yellow":
case "rm_snowdin_15_yellow":
case "rm_snowdin_16_yellow":
case "rm_snowdin_16b_yellow":
case "rm_snowdin_17_yellow":
case "rm_snowdin_18_yellow":
case "rm_snowdin_19_yellow":
case "rm_snowdin_20_yellow":
case "rm_snowdin_21_yellow":
case "rm_snowdin_22_yellow":
return 2;
case "rm_dunes_01":
case "rm_dunes_02":
case "rm_dunes_03":
case "rm_dunes_04":
case "rm_dunes_05":
case "rm_dunes_06":
case "rm_dunes_07":
case "rm_dunes_08":
case "rm_dunes_08b":
case "rm_dunes_09":
case "rm_dunes_10":
case "rm_dunes_11":
case "rm_dunes_12":
case "rm_dunes_12b":
case "rm_dunes_13":
case "rm_dunes_14":
case "rm_dunes_15":
case "rm_dunes_16":
case "rm_dunes_17":
case "rm_dunes_18":
case "rm_dunes_19":
case "rm_dunes_19B":
case "rm_dunes_20":
case "rm_dunes_21":
case "rm_dunes_22":
case "rm_dunes_23":
case "rm_dunes_24":
case "rm_dunes_25":
... ()]) + " of the# monsters left not# counting the weirdo." |
52 |
message[2] = "* Good luck, pal!" |
53 |
prt[0] = 357 |
54 |
prt[1] = 348 |
55 |
prt[2] = 347 |
56 |
global.flowey_flag[6] = 3 |
57 |
} |
58 |
else if (global.kill_number[1] <= 0 && global.flowey_flag[6] == 3) |
59 |
{ |
60 |
message[0] = "* Wow, it sure is quiet# around here." |
61 |
message[1] = "* I gotta say, it's# a bit nice with no# disturbances." |
62 |
message[2] = "* Well, nothing left to# do here I guess. Let's# keep going!" |
63 |
prt[0] = 347 |
64 |
prt[1] = 348 |
65 |
prt[2] = 348 |
66 |
global.flowey_flag[6] = 4 |
67 |
} |
68 |
else if (global.flowey_flag[6] == 4 && current_room != "rm_darkruins_16") |
69 |
{ |
70 |
message[0] = "* Let's keep moving!" |
71 |
prt[0] = 348 |
72 |
} |
73 |
else if (other.current_save_number < global.flowey_save_number) |
74 |
{ |
75 |
message[0] = "* What are you doing back# here? The exit's the# other way, silly!" |
76 |
message[1] = "* Let's get going." |
77 |
prt[0] = 352 |
78 |
prt[1] = 348 |
79 |
} |
80 |
else |
81 |
{ |
82 |
switch current_room |
83 |
{ |
84 |
case "rm_darkruins_03": |
85 |
switch global.flowey_flag[0] |
86 |
{ |
87 |
case 0: |
88 |
message[0] = "* Howdy!#* Looks like you got# it then! " |
89 |
prt[0] = 348 |
90 |
global.flowey_flag[0] = global.flowey_flag[0] + 1 |
91 |
break |
92 |
case 1: |
93 |
message[0] = "* Why the long face, pal?" |
94 |
message[1] = "* Don't worry, this place# is way better than up# there!" |
95 |
message[2] = "* That old lady would've# just spoiled all of# our fun!" |
96 |
message[3] = "* Come on, let's not stand# around here all day!" |
97 |
prt[0] = 348 |
98 |
prt[1] = 347 |
99 |
prt[2] = 357 |
100 |
prt[3] = 348 |
101 |
global.flowey_flag[0] = global.flowey_flag[0] + 1 |
102 |
break |
103 |
case 2: |
104 |
message[0] = "* You... really only need# one save..." |
105 |
message[1] = "* Do you not trust me or# something?" |
106 |
message[2] = "* Come on!#* I'm your pal!" |
107 |
message[3] = "* I got your back!" |
108 |
prt[0] = 352 |
109 |
prt[1] = 357 |
110 |
prt[2] = 347 |
111 |
prt[3] = 348 |
112 |
global.flowey_flag[0] = global.flowey_flag[0] + 1 |
113 |
break |
114 |
case 3: |
115 |
case 4: |
116 |
case 5: |
117 |
case 7: |
118 |
message[0] = "* You should get going..." |
119 |
prt[0] = 352 |
120 |
if (global.flowey_flag[0] != 7) |
121 |
global.flowey_flag[0] = global.flowey_flag[0] + 1 |
122 |
break |
123 |
case 6: |
124 |
message[0] = "* Really?#* What is this about?" |
125 |
message[1] = "* I told you already, you# don't need that stupid# goat lady!" |
126 |
message[2] = "* She couldn't have# protected you anyway!" |
127 |
message[3] = "* You have me! #* I'm way better!" |
128 |
message[4] = "* I'm your pal Flowey!" |
129 |
message[5] = "* I'm the only friend # you'll ever need!" |
130 |
message[6] = "* Can Toriel save for you?#* NO!" |
131 |
message[7] = "* So let's get out of# here while we're# still young!" |
132 |
prt[0] = 351 |
133 |
prt[1] = 351 |
134 |
prt[2] = 351 |
135 |
prt[3] = 347 |
136 |
prt[4] = 348 |
137 |
prt[5] = 347 |
138 |
prt[6] = 348 |
139 |
prt[7] = 357 |
140 |
global.flowey_flag[0] = global.flowey_flag[0] + 1 |
141 |
break |
142 |
} |
143 |
|
144 |
break |
145 |
case "rm_darkruins_08": |
146 |
switch global.flowey_flag[1] |
147 |
{ |
148 |
case 0: |
149 |
message[0] = "* Howdy!" |
150 |
prt[0] = 348 |
151 |
message[1] = "* I see you're still in# one piece!" |
152 |
prt[1] = 357 |
153 |
message[2] = "* You saw that weirdo# right?" |
154 |
prt[2] = 352 |
155 |
message[3] = "* If you want to get out# of here you'll have to# go through him." |
156 |
prt[3] = 357 |
157 |
message[4] = "* He shouldn't be a# problem though." |
158 |
prt[4] = 348 |
159 |
message[5] = "* And if he is, that's why# I'm here!" |
160 |
prt[5] = 348 |
161 |
global.flowey_flag[1] = global.flowey_flag[1] + 1 |
162 |
break |
163 |
case 1: |
164 |
message[0] = "* Again?" |
165 |
prt[0] = 352 |
166 |
message[1] = "* Okay, you're double# saved now!" |
167 |
prt[1] = 347 |
168 |
global.flowey_flag[1] = global.flowey_flag[1] + 1 |
169 |
break |
170 |
case 2: |
171 |
message[0] = "* Again?" |
172 |
message[0] = "* Really?" |
173 |
prt[0] = 351 |
174 |
message[1] = "* How many saves do you # need?" |
175 |
prt[1] = 351 |
176 |
break |
177 |
} |
178 |
|
179 |
break |
180 |
case "rm_darkruins_10": |
181 |
switch global.flowey_flag[2] |
182 |
{ |
183 |
case 0: |
184 |
message[0] = "* Howdy!" |
185 |
message[1] = "* Golly, this place sure# is dead!" |
186 |
message[2] = "* All the monsters are# all quiet and lurking." |
187 |
message[3] = "* That's not like monsters# at all!" |
188 |
message[4] = "* Don't let this ruin# your impression of# the Underground!" |
189 |
message[5] = "* We'll leave this# dump behind soon# enough!" |
190 |
prt[0] = 348 |
191 |
prt[1] = 352 |
192 |
prt[2] = 352 |
193 |
prt[3] = 347 |
194 |
prt[4] = 348 |
195 |
prt[5] = 348 |
196 |
global.flowey_flag[2] = global.flowey_flag[2] + 1 |
197 |
break |
198 |
case 1: |
199 |
message[0] = "* You're already saved,# let's get a move# on!" |
200 |
prt[0] = 348 |
201 |
break |
202 |
} |
203 |
|
204 |
break |
205 |
case "rm_darkruins_12": |
206 |
switch global.flowey_flag[3] |
207 |
{ |
208 |
case 0: |
209 |
message[0] = "* Howdy!" |
210 |
message[1] = "* You seem to be doing# well!" |
211 |
if (global.death_count_total > 1) |
212 |
message[2] = "* Only " + string(global.death_count_total) + " deaths!" |
213 |
else if (global.death_count_total == 1) |
214 |
message[2] = "* Only 1 death!" |
215 |
else |
216 |
{ |
217 |
message[2] = "* You haven't even died# once!" |
218 |
message[3] = "* Not that I thought you# would, but it's nice# to be prepared!" |
219 |
} |
220 |
if (global.death_count_total > 0) |
221 |
{ |
222 |
message[3] = "* See? Aren't you glad# you have me around?!" |
223 |
message[4] = "* It's great to be such# a needed friend!" |
224 |
} |
225 |
prt[0] = 348 |
226 |
prt[1] = 347 |
227 |
prt[2] = 348 |
228 |
prt[3] = 348 |
229 |
prt[4] = 347 |
230 |
if (global.death_count_total > 0) |
231 |
global.flowey_flag[3] = 1 |
232 |
else |
233 |
global.flowey_flag[3] = 2 |
234 |
break |
235 |
case 1: |
236 |
message[0] = "* What? Not happy with# your death tally?" |
237 |
message[1] = "* Haven't you ever heard# the phrase: Don't shoot # the messenger?" |
238 |
prt[0] = 357 |
239 |
prt[1] = 347 |
240 |
global.flowey_flag[3] = global.flowey_flag[3] + 1 |
241 |
break |
242 |
case 2: |
243 |
message[0] = "* Come on, buddy!" |
244 |
message[1] = "* You can save more# later!" |
245 |
prt[0] = 352 |
246 |
prt[1] = 352 |
247 |
break |
248 |
} |
249 |
|
250 |
break |
251 |
case "rm_darkruins_16": |
252 |
if (global.flag[17 Dalv fate] == 0) |
253 |
{ |
254 |
switch global.flowey_flag[4] |
255 |
{ |
256 |
case 0: |
257 |
message[0] = "* Howdy!" |
258 |
message[1] = "* Not too far now!" |
259 |
message[2] = "* Just gotta deal with# that downer!" |
260 |
message[3] = "* Then you're out of# the Ruins!" |
261 |
message[4] = "* See you on the other# side, pal!" |
262 |
prt[0] = 348 |
263 |
prt[1] = 348 |
264 |
prt[2] = 348 |
265 |
prt[3] = 347 |
266 |
prt[4] = 348 |
267 |
global.flowey_flag[4] = global.flowey_flag[4] + 1 |
268 |
break |
269 |
case 1: |
270 |
message[0] = "* What?" |
271 |
message[1] = "* You scared of that# doom and gloom guy?" |
272 |
message[2] = "* Look, you just gotta# fight your way through# him!" |
273 |
message[3] = "* He'll go down easy!" |
274 |
message[4] = "* And in case you# haven't noticed..." |
275 |
message[5] = "* He really won't be# missed!" |
276 |
message[6] = "* So go get him!" |
277 |
prt[0] = 352 |
278 |
prt[1] = 357 |
279 |
prt[2] = 348 |
280 |
prt[3] = 348 |
281 |
prt[4] = 347 |
282 |
prt[5] = 348 |
283 |
prt[6] = 348 |
284 |
global.flowey_flag[4] = global.flowey_flag[4] + 1 |
285 |
break |
286 |
case 2: |
287 |
message[0] = "* Come on, kid!#* Show him who's boss!" |
288 |
prt[0] = 348 |
289 |
break |
290 |
} |
291 |
|
292 |
} |
293 |
else if (global.route == 3 || global.flag[17 Dalv fate] >= 3 || global.geno_complete[1] == true) |
294 |
{ |
295 |
switch global.flowey_flag[5] |
296 |
{ |
297 |
case 0: |
298 |
message[0] = "* Well that's that." |
299 |
message[1] = "* Gee, what a start to our# journey." |
300 |
message[2] = "* I can't say I expected# this but it's your# choice." |
301 |
message[3] = "* Anyway..." |
302 |
message[4] = "* If you want to explore# more before we leave# you should know this." |
303 |
message[5] = "* I've removed all my save# points besides this one# from here." |
304 |
message[6] = "* No use in going back# there." |
305 |
message[7] = "* I'll be at this one and# this one only until# you wanna leave." |
306 |
message[8] = "* See you later!" |
307 |
prt[0] = 352 |
308 |
prt[1] = 357 |
309 |
prt[2] = 348 |
310 |
prt[3] = 347 |
311 |
prt[4] = 347 |
312 |
prt[5] = 348 |
313 |
prt[6] = 347 |
314 |
prt[7] = 348 |
315 |
prt[8] = 348 |
316 |
global.flowey_flag[5] = global.flowey_flag[5] + 1 |
317 |
break |
318 |
case 1: |
319 |
message[0] = "* The exit is through# his house." |
320 |
message[1] = "* Go on." |
321 |
prt[0] = 348 |
322 |
prt[1] = 347 |
323 |
break |
324 |
} |
325 |
|
326 |
} |
327 |
else if (global.flag[17 Dalv fate] == 1) |
328 |
{ |
329 |
switch global.flowey_flag[5] |
330 |
{ |
331 |
case 0: |
332 |
message[0] = "* Nice job, kid!" |
333 |
message[1] = "* I bet your conscience# feels light as a# feather." |
334 |
message[2] = "* Making friends is a good# way of getting through# here." |
335 |
message[3] = "* Avoiding conflict,# keeping yourself# safe..." |
336 |
message[4] = "* I get that." |
337 |
message[5] = "* We just started and# you've already# befriended me, and him." |
338 |
message[6] = "* Aren't you the popular# one!" |
339 |
message[7] = "* By the way..." |
340 |
message[8] = "* If you want to explore# more before we leave# you should know this." |
341 |
message[9] = "* I've removed all my save# points besides this one# from here." |
342 |
message[10] = "* No use in going back# there." |
343 |
message[11] = "* I'll be at this one and# this one only until# you wanna leave." |
344 |
message[12] = "* See you later!" |
345 |
prt[0] = 348 |
346 |
prt[1] = 348 |
347 |
prt[2] = 348 |
348 |
prt[3] = 348 |
349 |
prt[4] = 347 |
350 |
prt[5] = 348 |
351 |
prt[6] = 347 |
352 |
prt[7] = 348 |
353 |
prt[8] = 348 |
354 |
prt[9] = 348 |
355 |
prt[10] = 348 |
356 |
prt[11] = 348 |
357 |
prt[12] = 348 |
358 |
global.flowey_flag[5] = global.flowey_flag[5] + 1 |
359 |
break |
360 |
case 1: |
361 |
message[0] = "* The exit is through# his house." |
362 |
message[1] = "* Go on." |
363 |
prt[0] = 348 |
364 |
prt[1] = 347 |
365 |
break |
366 |
} |
367 |
|
368 |
} |
369 |
else if (global.flag[17 Dalv fate] == 2) |
370 |
{ |
371 |
switch global.flowey_flag[5] |
372 |
{ |
373 |
case 0: |
374 |
message[0] = "* Well done!" |
375 |
message[1] = "* That was almost too easy." |
376 |
message[2] = "* He sure put up a fight# but you handled it with# skill." |
377 |
message[3] = "* It's not like anyone# will miss that downer# anyway." |
378 |
message[4] = "* By the way..." |
379 |
message[5] = "* If you want to explore# more before we leave# you should know this." |
380 |
message[6] = "* I've removed all my save# points besides this one# from here." |
381 |
message[7] = "* No use in going back# there." |
382 |
message[8] = "* I'll be at this one and# this one only until# you wanna leave." |
383 |
message[9] = "* See you later!" |
384 |
prt[0] = 348 |
385 |
prt[1] = 348 |
386 |
prt[2] = 348 |
387 |
prt[3] = 349 |
388 |
prt[4] = 347 |
389 |
prt[5] = 348 |
390 |
prt[6] = 348 |
391 |
prt[7] = 348 |
392 |
prt[8] = 348 |
393 |
prt[9] = 348 |
394 |
global.flowey_flag[5] = global.flowey_flag[5] + 1 |
395 |
break |
396 |
case 1: |
397 |
message[0] = "* The exit is through# his house." |
398 |
message[1] = "* Go on." |
399 |
prt[0] = 348 |
400 |
prt[1] = 347 |
401 |
break |
402 |
} |
403 |
|
404 |
} |
405 |
break |
406 |
} |
407 |
|
408 |
} |
409 |
} |
410 |
global.menu_sprite = 2628 |
411 |
} |