| 1 |
function scr_save_flowey_dark_ruinsscr_save_flowey_dark_ruinsfunction 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();
exit;
}
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();
exit;
}
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();
exit;
}
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]++;
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]++;
... () |
| 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()
{
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()
{
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()
{
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();
exit;
}
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();
exit;
}
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();
exit;
}
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]++;
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]++;
... (); |
| 20 |
exit; |
| 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()
{
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();
exit;
}
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();
exit;
}
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();
exit;
}
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]++;
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]++;
... (); |
| 32 |
exit; |
| 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()
{
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();
exit;
}
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();
exit;
}
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();
exit;
}
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]++;
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]++;
... (); |
| 48 |
exit; |
| 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()
{
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;
break;
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;
break;
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;
break;
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":
... ()]) + " 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]++; |
| 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]++; |
| 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]++; |
| 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]++; |
| 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]++; |
| 141 |
break; |
| 142 |
} |
| 143 |
break; |
| 144 |
case "rm_darkruins_08": |
| 145 |
switch (global.flowey_flag[1]) |
| 146 |
{ |
| 147 |
case 0: |
| 148 |
message[0] = "* Howdy!"; |
| 149 |
prt[0] = 348; |
| 150 |
message[1] = "* I see you're still in# one piece!"; |
| 151 |
prt[1] = 357; |
| 152 |
message[2] = "* You saw that weirdo# right?"; |
| 153 |
prt[2] = 352; |
| 154 |
message[3] = "* If you want to get out# of here you'll have to# go through him."; |
| 155 |
prt[3] = 357; |
| 156 |
message[4] = "* He shouldn't be a# problem though."; |
| 157 |
prt[4] = 348; |
| 158 |
message[5] = "* And if he is, that's why# I'm here!"; |
| 159 |
prt[5] = 348; |
| 160 |
global.flowey_flag[1]++; |
| 161 |
break; |
| 162 |
case 1: |
| 163 |
message[0] = "* Again?"; |
| 164 |
prt[0] = 352; |
| 165 |
message[1] = "* Okay, you're double# saved now!"; |
| 166 |
prt[1] = 347; |
| 167 |
global.flowey_flag[1]++; |
| 168 |
break; |
| 169 |
case 2: |
| 170 |
message[0] = "* Again?"; |
| 171 |
message[0] = "* Really?"; |
| 172 |
prt[0] = 351; |
| 173 |
message[1] = "* How many saves do you # need?"; |
| 174 |
prt[1] = 351; |
| 175 |
break; |
| 176 |
} |
| 177 |
break; |
| 178 |
case "rm_darkruins_10": |
| 179 |
switch (global.flowey_flag[2]) |
| 180 |
{ |
| 181 |
case 0: |
| 182 |
message[0] = "* Howdy!"; |
| 183 |
message[1] = "* Golly, this place sure# is dead!"; |
| 184 |
message[2] = "* All the monsters are# all quiet and lurking."; |
| 185 |
message[3] = "* That's not like monsters# at all!"; |
| 186 |
message[4] = "* Don't let this ruin# your impression of# the Underground!"; |
| 187 |
message[5] = "* We'll leave this# dump behind soon# enough!"; |
| 188 |
prt[0] = 348; |
| 189 |
prt[1] = 352; |
| 190 |
prt[2] = 352; |
| 191 |
prt[3] = 347; |
| 192 |
prt[4] = 348; |
| 193 |
prt[5] = 348; |
| 194 |
global.flowey_flag[2]++; |
| 195 |
break; |
| 196 |
case 1: |
| 197 |
message[0] = "* You're already saved,# let's get a move# on!"; |
| 198 |
prt[0] = 348; |
| 199 |
break; |
| 200 |
} |
| 201 |
break; |
| 202 |
case "rm_darkruins_12": |
| 203 |
switch (global.flowey_flag[3]) |
| 204 |
{ |
| 205 |
case 0: |
| 206 |
message[0] = "* Howdy!"; |
| 207 |
message[1] = "* You seem to be doing# well!"; |
| 208 |
if (global.death_count_total > 1) |
| 209 |
{ |
| 210 |
message[2] = "* Only " + string(global.death_count_total) + " deaths!"; |
| 211 |
} |
| 212 |
else if (global.death_count_total == 1) |
| 213 |
{ |
| 214 |
message[2] = "* Only 1 death!"; |
| 215 |
} |
| 216 |
else |
| 217 |
{ |
| 218 |
message[2] = "* You haven't even died# once!"; |
| 219 |
message[3] = "* Not that I thought you# would, but it's nice# to be prepared!"; |
| 220 |
} |
| 221 |
if (global.death_count_total > 0) |
| 222 |
{ |
| 223 |
message[3] = "* See? Aren't you glad# you have me around?!"; |
| 224 |
message[4] = "* It's great to be such# a needed friend!"; |
| 225 |
} |
| 226 |
prt[0] = 348; |
| 227 |
prt[1] = 347; |
| 228 |
prt[2] = 348; |
| 229 |
prt[3] = 348; |
| 230 |
prt[4] = 347; |
| 231 |
if (global.death_count_total > 0) |
| 232 |
global.flowey_flag[3] = 1; |
| 233 |
else |
| 234 |
global.flowey_flag[3] = 2; |
| 235 |
break; |
| 236 |
case 1: |
| 237 |
message[0] = "* What? Not happy with# your death tally?"; |
| 238 |
message[1] = "* Haven't you ever heard# the phrase: Don't shoot # the messenger?"; |
| 239 |
prt[0] = 357; |
| 240 |
prt[1] = 347; |
| 241 |
global.flowey_flag[3]++; |
| 242 |
break; |
| 243 |
case 2: |
| 244 |
message[0] = "* Come on, buddy!"; |
| 245 |
message[1] = "* You can save more# later!"; |
| 246 |
prt[0] = 352; |
| 247 |
prt[1] = 352; |
| 248 |
break; |
| 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]++; |
| 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]++; |
| 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 |
else if (global.route == 3 || global.flag[17 Dalv fate] >= 3 || global.geno_complete[1] == true) |
| 293 |
{ |
| 294 |
switch (global.flowey_flag[5]) |
| 295 |
{ |
| 296 |
case 0: |
| 297 |
message[0] = "* Well that's that."; |
| 298 |
message[1] = "* Gee, what a start to our# journey."; |
| 299 |
message[2] = "* I can't say I expected# this but it's your# choice."; |
| 300 |
message[3] = "* Anyway..."; |
| 301 |
message[4] = "* If you want to explore# more before we leave# you should know this."; |
| 302 |
message[5] = "* I've removed all my save# points besides this one# from here."; |
| 303 |
message[6] = "* No use in going back# there."; |
| 304 |
message[7] = "* I'll be at this one and# this one only until# you wanna leave."; |
| 305 |
message[8] = "* See you later!"; |
| 306 |
prt[0] = 352; |
| 307 |
prt[1] = 357; |
| 308 |
prt[2] = 348; |
| 309 |
prt[3] = 347; |
| 310 |
prt[4] = 347; |
| 311 |
prt[5] = 348; |
| 312 |
prt[6] = 347; |
| 313 |
prt[7] = 348; |
| 314 |
prt[8] = 348; |
| 315 |
global.flowey_flag[5]++; |
| 316 |
break; |
| 317 |
case 1: |
| 318 |
message[0] = "* The exit is through# his house."; |
| 319 |
message[1] = "* Go on."; |
| 320 |
prt[0] = 348; |
| 321 |
prt[1] = 347; |
| 322 |
break; |
| 323 |
} |
| 324 |
} |
| 325 |
else if (global.flag[17 Dalv fate] == 1) |
| 326 |
{ |
| 327 |
switch (global.flowey_flag[5]) |
| 328 |
{ |
| 329 |
case 0: |
| 330 |
message[0] = "* Nice job, kid!"; |
| 331 |
message[1] = "* I bet your conscience# feels light as a# feather."; |
| 332 |
message[2] = "* Making friends is a good# way of getting through# here."; |
| 333 |
message[3] = "* Avoiding conflict,# keeping yourself# safe..."; |
| 334 |
message[4] = "* I get that."; |
| 335 |
message[5] = "* We just started and# you've already# befriended me, and him."; |
| 336 |
message[6] = "* Aren't you the popular# one!"; |
| 337 |
message[7] = "* By the way..."; |
| 338 |
message[8] = "* If you want to explore# more before we leave# you should know this."; |
| 339 |
message[9] = "* I've removed all my save# points besides this one# from here."; |
| 340 |
message[10] = "* No use in going back# there."; |
| 341 |
message[11] = "* I'll be at this one and# this one only until# you wanna leave."; |
| 342 |
message[12] = "* See you later!"; |
| 343 |
prt[0] = 348; |
| 344 |
prt[1] = 348; |
| 345 |
prt[2] = 348; |
| 346 |
prt[3] = 348; |
| 347 |
prt[4] = 347; |
| 348 |
prt[5] = 348; |
| 349 |
prt[6] = 347; |
| 350 |
prt[7] = 348; |
| 351 |
prt[8] = 348; |
| 352 |
prt[9] = 348; |
| 353 |
prt[10] = 348; |
| 354 |
prt[11] = 348; |
| 355 |
prt[12] = 348; |
| 356 |
global.flowey_flag[5]++; |
| 357 |
break; |
| 358 |
case 1: |
| 359 |
message[0] = "* The exit is through# his house."; |
| 360 |
message[1] = "* Go on."; |
| 361 |
prt[0] = 348; |
| 362 |
prt[1] = 347; |
| 363 |
break; |
| 364 |
} |
| 365 |
} |
| 366 |
else if (global.flag[17 Dalv fate] == 2) |
| 367 |
{ |
| 368 |
switch (global.flowey_flag[5]) |
| 369 |
{ |
| 370 |
case 0: |
| 371 |
message[0] = "* Well done!"; |
| 372 |
message[1] = "* That was almost too easy."; |
| 373 |
message[2] = "* He sure put up a fight# but you handled it with# skill."; |
| 374 |
message[3] = "* It's not like anyone# will miss that downer# anyway."; |
| 375 |
message[4] = "* By the way..."; |
| 376 |
message[5] = "* If you want to explore# more before we leave# you should know this."; |
| 377 |
message[6] = "* I've removed all my save# points besides this one# from here."; |
| 378 |
message[7] = "* No use in going back# there."; |
| 379 |
message[8] = "* I'll be at this one and# this one only until# you wanna leave."; |
| 380 |
message[9] = "* See you later!"; |
| 381 |
prt[0] = 348; |
| 382 |
prt[1] = 348; |
| 383 |
prt[2] = 348; |
| 384 |
prt[3] = 349; |
| 385 |
prt[4] = 347; |
| 386 |
prt[5] = 348; |
| 387 |
prt[6] = 348; |
| 388 |
prt[7] = 348; |
| 389 |
prt[8] = 348; |
| 390 |
prt[9] = 348; |
| 391 |
global.flowey_flag[5]++; |
| 392 |
break; |
| 393 |
case 1: |
| 394 |
message[0] = "* The exit is through# his house."; |
| 395 |
message[1] = "* Go on."; |
| 396 |
prt[0] = 348; |
| 397 |
prt[1] = 347; |
| 398 |
break; |
| 399 |
} |
| 400 |
} |
| 401 |
break; |
| 402 |
} |
| 403 |
} |
| 404 |
} |
| 405 |
global.menu_sprite = 2628; |
| 406 |
} |