| 1 |
function scr_save_flowey_dunesscr_save_flowey_dunesfunction scr_save_flowey_dunes()
{
var current_room = room_get_name(room);
current_save_number = 1;
scr_determine_save_area();
global.menu_sprite = 3298;
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[3];
if (global.kill_number[2] <= 0 && global.kill_number[3] <= 15 && global.flowey_flag[35] == 0)
{
global.flowey_flag[35] = 1;
if (kill_number <= 10)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* Always a treat to see# your gunslinging skills!";
message[1] = "* Let's get you saved!";
prt[0] = 348;
prt[1] = 348;
}
else if (global.kill_number[3] <= 10 && global.flowey_flag[35] == 1)
{
global.flowey_flag[35] = 2;
if (kill_number <= 5)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* Golly, monsters 'round# here sure have it out# for you!";
message[1] = "* How could they keep# attacking a poor human# so willingly?\t";
message[2] = "* We can't have that! Not# at all!";
prt[0] = 348;
prt[1] = 347;
prt[2] = 3251;
}
else if (global.kill_number[3] <= 5 && global.flowey_flag[35] == 2)
{
global.flowey_flag[35] = 3;
if (kill_number <= 0)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* I don't see many more# enemies roaming about.";
message[1] = "* Once you encounter the# rest, show 'em who's# boss!";
prt[0] = 348;
prt[1] = 349;
}
else if (global.kill_number[3] <= 0 && global.flowey_flag[35] == 3)
{
message[0] = "* You are... whoa, haha.# Talented, for sure!";
message[1] = "* You laid waste to this# wasteland!";
message[2] = "* This place definitely# wasn't big enough for# the both of you!";
prt[0] = 352;
prt[1] = 347;
prt[2] = 348;
global.flowey_flag[35] = 4;
}
else if (global.flowey_flag[35] == 4)
{
message[0] = "* Keep on movin', buddy!";
message[1] = "* We're getting ever so# closer to your REAL# target!";
prt[0] = 348;
prt[1] = 348;
global.flowey_flag[35] = 5;
}
else if (global.flowey_flag[35] == 5)
{
message[0] = "* ...";
prt[0] = 352;
}
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_dunes_02":
switch (global.flowey_flag[15])
{
case 0:
message[0] = "* This cave is a little# claustrophobic for my# taste.";
message[1] = "* Get out there and see# what we're really# dealing with!";
prt[0] = 348;
prt[1] = 348;
if (global.geno_complete[2] == 1)
{
... () |
| 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 |
global.menu_sprite = 3298; |
| 7 |
if (global.flowey_save_number < current_save_number) |
| 8 |
global.flowey_save_number = current_save_number; |
| 9 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
| 10 |
with (msg) |
| 11 |
{ |
| 12 |
sndfnt = 96; |
| 13 |
var kill_number = global.kill_number[3]; |
| 14 |
if (global.kill_number[2] <= 0 && global.kill_number[3] <= 15 && global.flowey_flag[35] == 0) |
| 15 |
{ |
| 16 |
global.flowey_flag[35] = 1; |
| 17 |
if (kill_number <= 10) |
| 18 |
{ |
| 19 |
instance_destroy(); |
| 20 |
scr_save_flowey_dunesscr_save_flowey_dunesfunction scr_save_flowey_dunes()
{
var current_room = room_get_name(room);
current_save_number = 1;
scr_determine_save_area();
global.menu_sprite = 3298;
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[3];
if (global.kill_number[2] <= 0 && global.kill_number[3] <= 15 && global.flowey_flag[35] == 0)
{
global.flowey_flag[35] = 1;
if (kill_number <= 10)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* Always a treat to see# your gunslinging skills!";
message[1] = "* Let's get you saved!";
prt[0] = 348;
prt[1] = 348;
}
else if (global.kill_number[3] <= 10 && global.flowey_flag[35] == 1)
{
global.flowey_flag[35] = 2;
if (kill_number <= 5)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* Golly, monsters 'round# here sure have it out# for you!";
message[1] = "* How could they keep# attacking a poor human# so willingly?\t";
message[2] = "* We can't have that! Not# at all!";
prt[0] = 348;
prt[1] = 347;
prt[2] = 3251;
}
else if (global.kill_number[3] <= 5 && global.flowey_flag[35] == 2)
{
global.flowey_flag[35] = 3;
if (kill_number <= 0)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* I don't see many more# enemies roaming about.";
message[1] = "* Once you encounter the# rest, show 'em who's# boss!";
prt[0] = 348;
prt[1] = 349;
}
else if (global.kill_number[3] <= 0 && global.flowey_flag[35] == 3)
{
message[0] = "* You are... whoa, haha.# Talented, for sure!";
message[1] = "* You laid waste to this# wasteland!";
message[2] = "* This place definitely# wasn't big enough for# the both of you!";
prt[0] = 352;
prt[1] = 347;
prt[2] = 348;
global.flowey_flag[35] = 4;
}
else if (global.flowey_flag[35] == 4)
{
message[0] = "* Keep on movin', buddy!";
message[1] = "* We're getting ever so# closer to your REAL# target!";
prt[0] = 348;
prt[1] = 348;
global.flowey_flag[35] = 5;
}
else if (global.flowey_flag[35] == 5)
{
message[0] = "* ...";
prt[0] = 352;
}
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_dunes_02":
switch (global.flowey_flag[15])
{
case 0:
message[0] = "* This cave is a little# claustrophobic for my# taste.";
message[1] = "* Get out there and see# what we're really# dealing with!";
prt[0] = 348;
prt[1] = 348;
if (global.geno_complete[2] == 1)
{
... (); |
| 21 |
exit; |
| 22 |
} |
| 23 |
message[0] = "* Always a treat to see# your gunslinging skills!"; |
| 24 |
message[1] = "* Let's get you saved!"; |
| 25 |
prt[0] = 348; |
| 26 |
prt[1] = 348; |
| 27 |
} |
| 28 |
else if (global.kill_number[3] <= 10 && global.flowey_flag[35] == 1) |
| 29 |
{ |
| 30 |
global.flowey_flag[35] = 2; |
| 31 |
if (kill_number <= 5) |
| 32 |
{ |
| 33 |
instance_destroy(); |
| 34 |
scr_save_flowey_dunesscr_save_flowey_dunesfunction scr_save_flowey_dunes()
{
var current_room = room_get_name(room);
current_save_number = 1;
scr_determine_save_area();
global.menu_sprite = 3298;
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[3];
if (global.kill_number[2] <= 0 && global.kill_number[3] <= 15 && global.flowey_flag[35] == 0)
{
global.flowey_flag[35] = 1;
if (kill_number <= 10)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* Always a treat to see# your gunslinging skills!";
message[1] = "* Let's get you saved!";
prt[0] = 348;
prt[1] = 348;
}
else if (global.kill_number[3] <= 10 && global.flowey_flag[35] == 1)
{
global.flowey_flag[35] = 2;
if (kill_number <= 5)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* Golly, monsters 'round# here sure have it out# for you!";
message[1] = "* How could they keep# attacking a poor human# so willingly?\t";
message[2] = "* We can't have that! Not# at all!";
prt[0] = 348;
prt[1] = 347;
prt[2] = 3251;
}
else if (global.kill_number[3] <= 5 && global.flowey_flag[35] == 2)
{
global.flowey_flag[35] = 3;
if (kill_number <= 0)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* I don't see many more# enemies roaming about.";
message[1] = "* Once you encounter the# rest, show 'em who's# boss!";
prt[0] = 348;
prt[1] = 349;
}
else if (global.kill_number[3] <= 0 && global.flowey_flag[35] == 3)
{
message[0] = "* You are... whoa, haha.# Talented, for sure!";
message[1] = "* You laid waste to this# wasteland!";
message[2] = "* This place definitely# wasn't big enough for# the both of you!";
prt[0] = 352;
prt[1] = 347;
prt[2] = 348;
global.flowey_flag[35] = 4;
}
else if (global.flowey_flag[35] == 4)
{
message[0] = "* Keep on movin', buddy!";
message[1] = "* We're getting ever so# closer to your REAL# target!";
prt[0] = 348;
prt[1] = 348;
global.flowey_flag[35] = 5;
}
else if (global.flowey_flag[35] == 5)
{
message[0] = "* ...";
prt[0] = 352;
}
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_dunes_02":
switch (global.flowey_flag[15])
{
case 0:
message[0] = "* This cave is a little# claustrophobic for my# taste.";
message[1] = "* Get out there and see# what we're really# dealing with!";
prt[0] = 348;
prt[1] = 348;
if (global.geno_complete[2] == 1)
{
... (); |
| 35 |
exit; |
| 36 |
} |
| 37 |
message[0] = "* Golly, monsters 'round# here sure have it out# for you!"; |
| 38 |
message[1] = "* How could they keep# attacking a poor human# so willingly?\t"; |
| 39 |
message[2] = "* We can't have that! Not# at all!"; |
| 40 |
prt[0] = 348; |
| 41 |
prt[1] = 347; |
| 42 |
prt[2] = 3251; |
| 43 |
} |
| 44 |
else if (global.kill_number[3] <= 5 && global.flowey_flag[35] == 2) |
| 45 |
{ |
| 46 |
global.flowey_flag[35] = 3; |
| 47 |
if (kill_number <= 0) |
| 48 |
{ |
| 49 |
instance_destroy(); |
| 50 |
scr_save_flowey_dunesscr_save_flowey_dunesfunction scr_save_flowey_dunes()
{
var current_room = room_get_name(room);
current_save_number = 1;
scr_determine_save_area();
global.menu_sprite = 3298;
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[3];
if (global.kill_number[2] <= 0 && global.kill_number[3] <= 15 && global.flowey_flag[35] == 0)
{
global.flowey_flag[35] = 1;
if (kill_number <= 10)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* Always a treat to see# your gunslinging skills!";
message[1] = "* Let's get you saved!";
prt[0] = 348;
prt[1] = 348;
}
else if (global.kill_number[3] <= 10 && global.flowey_flag[35] == 1)
{
global.flowey_flag[35] = 2;
if (kill_number <= 5)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* Golly, monsters 'round# here sure have it out# for you!";
message[1] = "* How could they keep# attacking a poor human# so willingly?\t";
message[2] = "* We can't have that! Not# at all!";
prt[0] = 348;
prt[1] = 347;
prt[2] = 3251;
}
else if (global.kill_number[3] <= 5 && global.flowey_flag[35] == 2)
{
global.flowey_flag[35] = 3;
if (kill_number <= 0)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* I don't see many more# enemies roaming about.";
message[1] = "* Once you encounter the# rest, show 'em who's# boss!";
prt[0] = 348;
prt[1] = 349;
}
else if (global.kill_number[3] <= 0 && global.flowey_flag[35] == 3)
{
message[0] = "* You are... whoa, haha.# Talented, for sure!";
message[1] = "* You laid waste to this# wasteland!";
message[2] = "* This place definitely# wasn't big enough for# the both of you!";
prt[0] = 352;
prt[1] = 347;
prt[2] = 348;
global.flowey_flag[35] = 4;
}
else if (global.flowey_flag[35] == 4)
{
message[0] = "* Keep on movin', buddy!";
message[1] = "* We're getting ever so# closer to your REAL# target!";
prt[0] = 348;
prt[1] = 348;
global.flowey_flag[35] = 5;
}
else if (global.flowey_flag[35] == 5)
{
message[0] = "* ...";
prt[0] = 352;
}
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_dunes_02":
switch (global.flowey_flag[15])
{
case 0:
message[0] = "* This cave is a little# claustrophobic for my# taste.";
message[1] = "* Get out there and see# what we're really# dealing with!";
prt[0] = 348;
prt[1] = 348;
if (global.geno_complete[2] == 1)
{
... (); |
| 51 |
exit; |
| 52 |
} |
| 53 |
message[0] = "* I don't see many more# enemies roaming about."; |
| 54 |
message[1] = "* Once you encounter the# rest, show 'em who's# boss!"; |
| 55 |
prt[0] = 348; |
| 56 |
prt[1] = 349; |
| 57 |
} |
| 58 |
else if (global.kill_number[3] <= 0 && global.flowey_flag[35] == 3) |
| 59 |
{ |
| 60 |
message[0] = "* You are... whoa, haha.# Talented, for sure!"; |
| 61 |
message[1] = "* You laid waste to this# wasteland!"; |
| 62 |
message[2] = "* This place definitely# wasn't big enough for# the both of you!"; |
| 63 |
prt[0] = 352; |
| 64 |
prt[1] = 347; |
| 65 |
prt[2] = 348; |
| 66 |
global.flowey_flag[35] = 4; |
| 67 |
} |
| 68 |
else if (global.flowey_flag[35] == 4) |
| 69 |
{ |
| 70 |
message[0] = "* Keep on movin', buddy!"; |
| 71 |
message[1] = "* We're getting ever so# closer to your REAL# target!"; |
| 72 |
prt[0] = 348; |
| 73 |
prt[1] = 348; |
| 74 |
global.flowey_flag[35] = 5; |
| 75 |
} |
| 76 |
else if (global.flowey_flag[35] == 5) |
| 77 |
{ |
| 78 |
message[0] = "* ..."; |
| 79 |
prt[0] = 352; |
| 80 |
} |
| 81 |
else if (other.current_save_number < global.flowey_save_number) |
| 82 |
{ |
| 83 |
message[0] = "* What are you doing back# here? The exit's the# other way, silly!"; |
| 84 |
message[1] = "* Let's get going."; |
| 85 |
prt[0] = 352; |
| 86 |
prt[1] = 348; |
| 87 |
} |
| 88 |
else |
| 89 |
{ |
| 90 |
switch (current_room) |
| 91 |
{ |
| 92 |
case "rm_dunes_02": |
| 93 |
switch (global.flowey_flag[15]) |
| 94 |
{ |
| 95 |
case 0: |
| 96 |
message[0] = "* This cave is a little# claustrophobic for my# taste."; |
| 97 |
message[1] = "* Get out there and see# what we're really# dealing with!"; |
| 98 |
prt[0] = 348; |
| 99 |
prt[1] = 348; |
| 100 |
if (global.geno_complete[2] == 1) |
| 101 |
{ |
| 102 |
message[0] = "* This area seems...# different."; |
| 103 |
message[1] = "* Let's hope there aren't# as many distractions# along the way."; |
| 104 |
prt[0] = 348; |
| 105 |
prt[1] = 348; |
| 106 |
} |
| 107 |
global.flowey_flag[15] += 1; |
| 108 |
break; |
| 109 |
case 1: |
| 110 |
if (global.snowdin_flag[13] <= 1) |
| 111 |
{ |
| 112 |
message[0] = "* I get that you may# wanna wait for your# friend,"; |
| 113 |
message[1] = "* But she's long# gone."; |
| 114 |
message[2] = "* She got you into this# situation."; |
| 115 |
message[3] = "* But you're# gonna have to get# yourself out."; |
| 116 |
prt[0] = 348; |
| 117 |
prt[1] = 348; |
| 118 |
prt[2] = 348; |
| 119 |
prt[3] = 348; |
| 120 |
} |
| 121 |
else if (global.snowdin_flag[13] >= 2) |
| 122 |
{ |
| 123 |
message[0] = "* I get that you might# wanna rest after the# wild ride back there..."; |
| 124 |
message[1] = "* But we have no time to# waste!"; |
| 125 |
prt[0] = 348; |
| 126 |
prt[1] = 348; |
| 127 |
} |
| 128 |
else if (global.geno_complete[2] == 1) |
| 129 |
{ |
| 130 |
message[0] = "* I get that you might# wanna rest after the# wild ride back there..."; |
| 131 |
message[1] = "* But we have no time to# waste!"; |
| 132 |
prt[0] = 348; |
| 133 |
prt[1] = 348; |
| 134 |
} |
| 135 |
global.flowey_flag[15] += 1; |
| 136 |
break; |
| 137 |
case 2: |
| 138 |
if (global.geno_complete[2] == 1) |
| 139 |
{ |
| 140 |
message[0] = "* I'll be waiting for ya# up ahead when you# decide to head out."; |
| 141 |
prt[0] = 348; |
| 142 |
} |
| 143 |
else |
| 144 |
{ |
| 145 |
message[0] = "* No more waiting around."; |
| 146 |
message[1] = "* Go get 'em, Clover!"; |
| 147 |
prt[0] = 348; |
| 148 |
prt[1] = 348; |
| 149 |
} |
| 150 |
break; |
| 151 |
} |
| 152 |
break; |
| 153 |
case "rm_dunes_08": |
| 154 |
switch (global.flowey_flag[16]) |
| 155 |
{ |
| 156 |
case 0: |
| 157 |
message[0] = "* Howdy!"; |
| 158 |
message[1] = "* Strange sight, huh?"; |
| 159 |
message[2] = "* Who knew something# could actually grow# here?"; |
| 160 |
message[3] = "* Anyway, great job so# far!"; |
| 161 |
message[4] = "* This place is much more# treacherous than# Snowdin!"; |
| 162 |
message[5] = "* Keep it up, Clover!"; |
| 163 |
prt[0] = 348; |
| 164 |
prt[1] = 347; |
| 165 |
prt[2] = 347; |
| 166 |
prt[3] = 348; |
| 167 |
prt[4] = 348; |
| 168 |
prt[5] = 348; |
| 169 |
global.flowey_flag[16] += 1; |
| 170 |
break; |
| 171 |
case 1: |
| 172 |
message[0] = "* Let's get moving!"; |
| 173 |
message[1] = "* I'm gonna catch fire if# I stay out too long!"; |
| 174 |
prt[0] = 348; |
| 175 |
prt[1] = 353; |
| 176 |
break; |
| 177 |
} |
| 178 |
break; |
| 179 |
case "rm_dunes_14": |
| 180 |
switch (global.flowey_flag[17]) |
| 181 |
{ |
| 182 |
case 0: |
| 183 |
message[0] = "* Golly, the emblems on# these miner uniforms are# very interesting."; |
| 184 |
message[1] = "* Guess I'm the boss# 'round here!"; |
| 185 |
message[2] = "* Jokes aside, you got# some smarts!"; |
| 186 |
message[3] = "* Fixed that elevator# with ease."; |
| 187 |
message[4] = "* Proud of ya!"; |
| 188 |
prt[0] = 348; |
| 189 |
prt[1] = 3251; |
| 190 |
prt[2] = 348; |
| 191 |
prt[3] = 347; |
| 192 |
prt[4] = 348; |
| 193 |
global.flowey_flag[17] += 1; |
| 194 |
break; |
| 195 |
case 1: |
| 196 |
message[0] = "* I wonder what the goal# of this mine is?\t"; |
| 197 |
message[1] = "* Whatever it is, no one# seems to know what# they're doing, haha."; |
| 198 |
prt[0] = 348; |
| 199 |
prt[1] = 347; |
| 200 |
global.flowey_flag[17] += 1; |
| 201 |
break; |
| 202 |
case 2: |
| 203 |
message[0] = "* Keep on, buddy!"; |
| 204 |
prt[0] = 348; |
| 205 |
break; |
| 206 |
} |
| 207 |
break; |
| 208 |
case "rm_dunes_20": |
| 209 |
switch (global.flowey_flag[18]) |
| 210 |
{ |
| 211 |
case 0: |
| 212 |
message[0] = "* Howdy!"; |
| 213 |
message[1] = "* This cave sure is# ginormous!"; |
| 214 |
message[2] = "* I hope this rail leads# to an exit cause it's# getting stuffy in here."; |
| 215 |
message[3] = "* Enjoy the ride, pal!"; |
| 216 |
prt[0] = 348; |
| 217 |
prt[1] = 347; |
| 218 |
prt[2] = 357; |
| 219 |
prt[3] = 348; |
| 220 |
global.flowey_flag[18] += 1; |
| 221 |
break; |
| 222 |
case 1: |
| 223 |
message[0] = "* Come on, just hop in# the cart!"; |
| 224 |
message[1] = "* You've been through# much worse."; |
| 225 |
prt[0] = 347; |
| 226 |
prt[1] = 348; |
| 227 |
break; |
| 228 |
} |
| 229 |
break; |
| 230 |
case "rm_dunes_25": |
| 231 |
switch (global.flowey_flag[19]) |
| 232 |
{ |
| 233 |
case 0: |
| 234 |
message[0] = "* Gee, what a view."; |
| 235 |
message[1] = "* Even though we aren't# very close to the# Castle..."; |
| 236 |
message[2] = "* It feels like we've# accomplished so much as# a team."; |
| 237 |
message[3] = "* Wasn't that long ago# that I was teachin' you# how to dodge attacks."; |
| 238 |
message[4] = "* A lot can happen in a# short time."; |
| 239 |
prt[0] = 348; |
| 240 |
prt[1] = 348; |
| 241 |
prt[2] = 348; |
| 242 |
prt[3] = 348; |
| 243 |
prt[4] = 348; |
| 244 |
global.flowey_flag[19] += 1; |
| 245 |
break; |
| 246 |
case 1: |
| 247 |
message[0] = "* As nice as this is, we# do have places to be."; |
| 248 |
message[1] = "* Let's keep a move on,# Clover!"; |
| 249 |
prt[0] = 348; |
| 250 |
prt[1] = 348; |
| 251 |
break; |
| 252 |
} |
| 253 |
break; |
| 254 |
case "rm_dunes_28": |
| 255 |
switch (global.flowey_flag[20]) |
| 256 |
{ |
| 257 |
case 0: |
| 258 |
message[0] = "* Howdy!"; |
| 259 |
message[1] = "* Looks like we're back# on solid ground!"; |
| 260 |
message[2] = "* That mine sure was a# detour!"; |
| 261 |
message[3] = "* What a buncha slackers!"; |
| 262 |
message[4] = "* Anyway, let's keep up# the pace, buddy!"; |
| 263 |
prt[0] = 348; |
| 264 |
prt[1] = 347; |
| 265 |
prt[2] = 348; |
| 266 |
prt[3] = 349; |
| 267 |
prt[4] = 348; |
| 268 |
global.flowey_flag[20] += 1; |
| 269 |
break; |
| 270 |
case 1: |
| 271 |
message[0] = "* It isn't exactly# flattering to live in a# sandbox, by the way."; |
| 272 |
message[1] = "* Let's get going before# the local kids think# I'm some new toy!"; |
| 273 |
prt[0] = 353; |
| 274 |
prt[1] = 348; |
| 275 |
global.flowey_flag[20] += 1; |
| 276 |
break; |
| 277 |
case 2: |
| 278 |
message[0] = "* What's the holdup, pal?"; |
| 279 |
prt[0] = 348; |
| 280 |
break; |
| 281 |
} |
| 282 |
break; |
| 283 |
case "rm_dunes_37": |
| 284 |
if (global.dunes_flag[24] != 0 && global.flowey_flag[21] < 6) |
| 285 |
global.flowey_flag[21] = 6; |
| 286 |
else if (global.dunes_flag[20] >= 9 && global.flowey_flag[21] < 5) |
| 287 |
global.flowey_flag[21] = 5; |
| 288 |
else if (global.dunes_flag[20] >= 7 && global.flowey_flag[21] < 3) |
| 289 |
global.flowey_flag[21] = 3; |
| 290 |
switch (global.flowey_flag[21]) |
| 291 |
{ |
| 292 |
case 0: |
| 293 |
message[0] = "* Howdy!"; |
| 294 |
message[1] = "* Gee, seems like my# greeting has found its# home."; |
| 295 |
message[2] = "* Like the hat? It's a# disguise."; |
| 296 |
message[3] = "* This area is pretty# populated so I picked# this up to be safe!"; |
| 297 |
message[4] = "* You being separated# from Martlet is pretty# lucky but..."; |
| 298 |
message[5] = "* I hope this Star guy# doesn't hold you here# for long."; |
| 299 |
message[6] = "* I may have to# intervene if he does!"; |
| 300 |
prt[0] = 348; |
| 301 |
prt[1] = 347; |
| 302 |
prt[2] = 348; |
| 303 |
prt[3] = 348; |
| 304 |
prt[4] = 347; |
| 305 |
prt[5] = 348; |
| 306 |
prt[6] = 349; |
| 307 |
global.flowey_flag[21] += 1; |
| 308 |
break; |
| 309 |
case 1: |
| 310 |
message[0] = "* I wasn't lying about# being close to an exit# earlier."; |
| 311 |
message[1] = "* I just didn't expect...# all of this."; |
| 312 |
message[2] = "* On the bright side..."; |
| 313 |
message[3] = "* You may be able to# obtain some gear# upgrades here."; |
| 314 |
message[4] = "* This roadblock isn't# totally pointless,# haha."; |
| 315 |
prt[0] = 348; |
| 316 |
prt[1] = 357; |
| 317 |
prt[2] = 348; |
| 318 |
prt[3] = 348; |
| 319 |
prt[4] = 348; |
| 320 |
global.flowey_flag[21] += 1; |
| 321 |
break; |
| 322 |
case 2: |
| 323 |
message[0] = "* Howdy!"; |
| 324 |
prt[0] = 348; |
| 325 |
break; |
| 326 |
case 3: |
| 327 |
message[0] = "* Howdy!"; |
| 328 |
message[1] = "* ..."; |
| 329 |
message[2] = "* Okay, my patience is# only so strong, Clover."; |
| 330 |
message[3] = "* I hope you're not# planning to actually# stay here."; |
| 331 |
message[4] = "* These bozos are below# you."; |
| 332 |
message[5] = "* I highly suggest that# you make a run for it# when the time's right."; |
| 333 |
message[6] = "* Try not to let yourself# get distracted from the# real mission."; |
| 334 |
prt[0] = 348; |
| 335 |
prt[1] = 352; |
| 336 |
prt[2] = 353; |
| 337 |
prt[3] = 352; |
| 338 |
prt[4] = 349; |
| 339 |
prt[5] = 347; |
| 340 |
prt[6] = 348; |
| 341 |
global.flowey_flag[21] += 1; |
| 342 |
break; |
| 343 |
case 4: |
| 344 |
message[0] = "* Gidde up, \"partner\"!"; |
| 345 |
prt[0] = 348; |
| 346 |
break; |
| 347 |
case 5: |
| 348 |
message[0] = "* Howdy!"; |
| 349 |
message[1] = "* I was afraid things# would escalate."; |
| 350 |
message[2] = "* Nothing you're not# fully used to by now!"; |
| 351 |
message[3] = "* This is probably a good# time to get outta here."; |
| 352 |
message[4] = "* It's all gone way too# far, dont'cha think?"; |
| 353 |
message[5] = "* Whatever happens, I# wish ya luck, Clover!"; |
| 354 |
prt[0] = 352; |
| 355 |
prt[1] = 353; |
| 356 |
prt[2] = 348; |
| 357 |
prt[3] = 348; |
| 358 |
prt[4] = 348; |
| 359 |
prt[5] = 3251; |
| 360 |
global.flowey_flag[21] += 1; |
| 361 |
break; |
| 362 |
case 6: |
| 363 |
message[0] = "* Let's put this place# behind us, pal!"; |
| 364 |
prt[0] = 348; |
| 365 |
break; |
| 366 |
} |
| 367 |
break; |
| 368 |
case "rm_dunes_39": |
| 369 |
if (global.dunes_flag[24] == 0) |
| 370 |
{ |
| 371 |
switch (global.flowey_flag[22]) |
| 372 |
{ |
| 373 |
case 0: |
| 374 |
message[0] = "* Howdy!"; |
| 375 |
message[1] = "* I was hoping Starlo ran# to his parents or# somethin'."; |
| 376 |
message[2] = "* Looks like you'll have# to confront him."; |
| 377 |
message[3] = "* Do what you do best!# I'm always rootin' for# ya!"; |
| 378 |
prt[0] = 348; |
| 379 |
prt[1] = 347; |
| 380 |
prt[2] = 348; |
| 381 |
prt[3] = 349; |
| 382 |
global.flowey_flag[22] += 1; |
| 383 |
break; |
| 384 |
case 1: |
| 385 |
message[0] = "* We're almost outta# here!"; |
| 386 |
message[1] = "* Let's knock this Starlo# drama out!"; |
| 387 |
prt[0] = 348; |
| 388 |
prt[1] = 348; |
| 389 |
break; |
| 390 |
} |
| 391 |
} |
| 392 |
else |
| 393 |
{ |
| 394 |
message[0] = "* What are you doing back# here? The exit's the# other way, silly!"; |
| 395 |
message[1] = "* Let's get going."; |
| 396 |
prt[0] = 352; |
| 397 |
prt[1] = 348; |
| 398 |
} |
| 399 |
break; |
| 400 |
case "rm_dunes_41": |
| 401 |
switch (global.flowey_flag[23]) |
| 402 |
{ |
| 403 |
case 0: |
| 404 |
message[0] = "* Howdy!\t"; |
| 405 |
message[1] = "* You're becoming a pro# at this, buddy!\t"; |
| 406 |
message[2] = "* At this rate, you'll be# able to confront ASGORE# himself!"; |
| 407 |
prt[0] = 348; |
| 408 |
prt[1] = 348; |
| 409 |
prt[2] = 348; |
| 410 |
global.flowey_flag[23] += 1; |
| 411 |
break; |
| 412 |
case 1: |
| 413 |
message[0] = "* Let's put this place# behind us, pal!"; |
| 414 |
prt[0] = 348; |
| 415 |
break; |
| 416 |
} |
| 417 |
break; |
| 418 |
} |
| 419 |
} |
| 420 |
} |
| 421 |
} |