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gml_GlobalScript_scr_save_flowey_dark_ruins

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1
function scr_save_flowey_dark_ruins
scr_save_flowey_dark_ruins

function 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_area
scr_determine_save_area

function 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_text
scr_text

function 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_ruins
scr_save_flowey_dark_ruins

function 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_ruins
scr_save_flowey_dark_ruins

function 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_ruins
scr_save_flowey_dark_ruins

function 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_yellow
scr_determine_world_value_yellow

function 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
}