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gml_GlobalScript_scr_save_flowey_dunes

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1
function scr_save_flowey_dunes
scr_save_flowey_dunes

function scr_save_flowey_dunes() //gml_Script_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() return; } 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() return; } message[0] = "* Golly, monsters 'round# here sure have it out# for you!" message[1] = "* How could they keep# attacking a poor human# so willingly? " 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() return; } 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) { ...
() //gml_Script_scr_save_flowey_dunes
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
    global.menu_sprite = 3298
7
    if (global.flowey_save_number < current_save_number)
8
        global.flowey_save_number = current_save_number
9
    scr_text
scr_text

function scr_text() //gml_Script_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_dunes
scr_save_flowey_dunes

function scr_save_flowey_dunes() //gml_Script_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() return; } 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() return; } message[0] = "* Golly, monsters 'round# here sure have it out# for you!" message[1] = "* How could they keep# attacking a poor human# so willingly? " 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() return; } 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
                return;
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_dunes
scr_save_flowey_dunes

function scr_save_flowey_dunes() //gml_Script_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() return; } 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() return; } message[0] = "* Golly, monsters 'round# here sure have it out# for you!" message[1] = "* How could they keep# attacking a poor human# so willingly? " 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() return; } 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
                return;
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?	"
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_dunes
scr_save_flowey_dunes

function scr_save_flowey_dunes() //gml_Script_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() return; } 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() return; } message[0] = "* Golly, monsters 'round# here sure have it out# for you!" message[1] = "* How could they keep# attacking a poor human# so willingly? " 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() return; } 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
                return;
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
153
                    break
154
                case "rm_dunes_08":
155
                    switch global.flowey_flag[16]
156
                    {
157
                        case 0:
158
                            message[0] = "* Howdy!"
159
                            message[1] = "* Strange sight, huh?"
160
                            message[2] = "* Who knew something#  could actually grow#  here?"
161
                            message[3] = "* Anyway, great job so#  far!"
162
                            message[4] = "* This place is much more#  treacherous than#  Snowdin!"
163
                            message[5] = "* Keep it up, Clover!"
164
                            prt[0] = 348
165
                            prt[1] = 347
166
                            prt[2] = 347
167
                            prt[3] = 348
168
                            prt[4] = 348
169
                            prt[5] = 348
170
                            global.flowey_flag[16] += 1
171
                            break
172
                        case 1:
173
                            message[0] = "* Let's get moving!"
174
                            message[1] = "* I'm gonna catch fire if#  I stay out too long!"
175
                            prt[0] = 348
176
                            prt[1] = 353
177
                            break
178
                    }
179
180
                    break
181
                case "rm_dunes_14":
182
                    switch global.flowey_flag[17]
183
                    {
184
                        case 0:
185
                            message[0] = "* Golly, the emblems on#  these miner uniforms are#  very interesting."
186
                            message[1] = "* Guess I'm the boss#  'round here!"
187
                            message[2] = "* Jokes aside, you got#  some smarts!"
188
                            message[3] = "* Fixed that elevator#  with ease."
189
                            message[4] = "* Proud of ya!"
190
                            prt[0] = 348
191
                            prt[1] = 3251
192
                            prt[2] = 348
193
                            prt[3] = 347
194
                            prt[4] = 348
195
                            global.flowey_flag[17] += 1
196
                            break
197
                        case 1:
198
                            message[0] = "* I wonder what the goal#  of this mine is?	"
199
                            message[1] = "* Whatever it is, no one#  seems to know what#  they're doing, haha."
200
                            prt[0] = 348
201
                            prt[1] = 347
202
                            global.flowey_flag[17] += 1
203
                            break
204
                        case 2:
205
                            message[0] = "* Keep on, buddy!"
206
                            prt[0] = 348
207
                            break
208
                    }
209
210
                    break
211
                case "rm_dunes_20":
212
                    switch global.flowey_flag[18]
213
                    {
214
                        case 0:
215
                            message[0] = "* Howdy!"
216
                            message[1] = "* This cave sure is#  ginormous!"
217
                            message[2] = "* I hope this rail leads#  to an exit cause it's#  getting stuffy in here."
218
                            message[3] = "* Enjoy the ride, pal!"
219
                            prt[0] = 348
220
                            prt[1] = 347
221
                            prt[2] = 357
222
                            prt[3] = 348
223
                            global.flowey_flag[18] += 1
224
                            break
225
                        case 1:
226
                            message[0] = "* Come on, just hop in#  the cart!"
227
                            message[1] = "* You've been through#  much worse."
228
                            prt[0] = 347
229
                            prt[1] = 348
230
                            break
231
                    }
232
233
                    break
234
                case "rm_dunes_25":
235
                    switch global.flowey_flag[19]
236
                    {
237
                        case 0:
238
                            message[0] = "* Gee, what a view."
239
                            message[1] = "* Even though we aren't#  very close to the#  Castle..."
240
                            message[2] = "* It feels like we've#  accomplished so much as#  a team."
241
                            message[3] = "* Wasn't that long ago#  that I was teachin' you#  how to dodge attacks."
242
                            message[4] = "* A lot can happen in a#  short time."
243
                            prt[0] = 348
244
                            prt[1] = 348
245
                            prt[2] = 348
246
                            prt[3] = 348
247
                            prt[4] = 348
248
                            global.flowey_flag[19] += 1
249
                            break
250
                        case 1:
251
                            message[0] = "* As nice as this is, we#  do have places to be."
252
                            message[1] = "* Let's keep a move on,#  Clover!"
253
                            prt[0] = 348
254
                            prt[1] = 348
255
                            break
256
                    }
257
258
                    break
259
                case "rm_dunes_28":
260
                    switch global.flowey_flag[20]
261
                    {
262
                        case 0:
263
                            message[0] = "* Howdy!"
264
                            message[1] = "* Looks like we're back#  on solid ground!"
265
                            message[2] = "* That mine sure was a#  detour!"
266
                            message[3] = "* What a buncha slackers!"
267
                            message[4] = "* Anyway, let's keep up#  the pace, buddy!"
268
                            prt[0] = 348
269
                            prt[1] = 347
270
                            prt[2] = 348
271
                            prt[3] = 349
272
                            prt[4] = 348
273
                            global.flowey_flag[20] += 1
274
                            break
275
                        case 1:
276
                            message[0] = "* It isn't exactly#  flattering to live in a#  sandbox, by the way."
277
                            message[1] = "* Let's get going before#  the local kids think#  I'm some new toy!"
278
                            prt[0] = 353
279
                            prt[1] = 348
280
                            global.flowey_flag[20] += 1
281
                            break
282
                        case 2:
283
                            message[0] = "* What's the holdup, pal?"
284
                            prt[0] = 348
285
                            break
286
                    }
287
288
                    break
289
                case "rm_dunes_37":
290
                    if (global.dunes_flag[24] != 0 && global.flowey_flag[21] < 6)
291
                        global.flowey_flag[21] = 6
292
                    else if (global.dunes_flag[20] >= 9 && global.flowey_flag[21] < 5)
293
                        global.flowey_flag[21] = 5
294
                    else if (global.dunes_flag[20] >= 7 && global.flowey_flag[21] < 3)
295
                        global.flowey_flag[21] = 3
296
                    switch global.flowey_flag[21]
297
                    {
298
                        case 0:
299
                            message[0] = "* Howdy!"
300
                            message[1] = "* Gee, seems like my#  greeting has found its#  home."
301
                            message[2] = "* Like the hat? It's a#  disguise."
302
                            message[3] = "* This area is pretty#  populated so I picked#  this up to be safe!"
303
                            message[4] = "* You being separated#  from Martlet is pretty#  lucky but..."
304
                            message[5] = "* I hope this Star guy#  doesn't hold you here#  for long."
305
                            message[6] = "* I may have to#  intervene if he does!"
306
                            prt[0] = 348
307
                            prt[1] = 347
308
                            prt[2] = 348
309
                            prt[3] = 348
310
                            prt[4] = 347
311
                            prt[5] = 348
312
                            prt[6] = 349
313
                            global.flowey_flag[21] += 1
314
                            break
315
                        case 1:
316
                            message[0] = "* I wasn't lying about#  being close to an exit#  earlier."
317
                            message[1] = "* I just didn't expect...#  all of this."
318
                            message[2] = "* On the bright side..."
319
                            message[3] = "* You may be able to#  obtain some gear#  upgrades here."
320
                            message[4] = "* This roadblock isn't#  totally pointless,#  haha."
321
                            prt[0] = 348
322
                            prt[1] = 357
323
                            prt[2] = 348
324
                            prt[3] = 348
325
                            prt[4] = 348
326
                            global.flowey_flag[21] += 1
327
                            break
328
                        case 2:
329
                            message[0] = "* Howdy!"
330
                            prt[0] = 348
331
                            break
332
                        case 3:
333
                            message[0] = "* Howdy!"
334
                            message[1] = "* ..."
335
                            message[2] = "* Okay, my patience is#  only so strong, Clover."
336
                            message[3] = "* I hope you're not#  planning to actually#  stay here."
337
                            message[4] = "* These bozos are below#  you."
338
                            message[5] = "* I highly suggest that#  you make a run for it#  when the time's right."
339
                            message[6] = "* Try not to let yourself#  get distracted from the#  real mission."
340
                            prt[0] = 348
341
                            prt[1] = 352
342
                            prt[2] = 353
343
                            prt[3] = 352
344
                            prt[4] = 349
345
                            prt[5] = 347
346
                            prt[6] = 348
347
                            global.flowey_flag[21] += 1
348
                            break
349
                        case 4:
350
                            message[0] = "* Gidde up, \"partner\"!"
351
                            prt[0] = 348
352
                            break
353
                        case 5:
354
                            message[0] = "* Howdy!"
355
                            message[1] = "* I was afraid things#  would escalate."
356
                            message[2] = "* Nothing you're not#  fully used to by now!"
357
                            message[3] = "* This is probably a good#  time to get outta here."
358
                            message[4] = "* It's all gone way too#  far, dont'cha think?"
359
                            message[5] = "* Whatever happens, I#  wish ya luck, Clover!"
360
                            prt[0] = 352
361
                            prt[1] = 353
362
                            prt[2] = 348
363
                            prt[3] = 348
364
                            prt[4] = 348
365
                            prt[5] = 3251
366
                            global.flowey_flag[21] += 1
367
                            break
368
                        case 6:
369
                            message[0] = "* Let's put this place#  behind us, pal!"
370
                            prt[0] = 348
371
                            break
372
                    }
373
374
                    break
375
                case "rm_dunes_39":
376
                    if (global.dunes_flag[24] == 0)
377
                    {
378
                        switch global.flowey_flag[22]
379
                        {
380
                            case 0:
381
                                message[0] = "* Howdy!"
382
                                message[1] = "* I was hoping Starlo ran#  to his parents or#  somethin'."
383
                                message[2] = "* Looks like you'll have#  to confront him."
384
                                message[3] = "* Do what you do best!#  I'm always rootin' for#  ya!"
385
                                prt[0] = 348
386
                                prt[1] = 347
387
                                prt[2] = 348
388
                                prt[3] = 349
389
                                global.flowey_flag[22] += 1
390
                                break
391
                            case 1:
392
                                message[0] = "* We're almost outta#  here!"
393
                                message[1] = "* Let's knock this Starlo#  drama out!"
394
                                prt[0] = 348
395
                                prt[1] = 348
396
                                break
397
                        }
398
399
                    }
400
                    else
401
                    {
402
                        message[0] = "* What are you doing back#  here? The exit's the#  other way, silly!"
403
                        message[1] = "* Let's get going."
404
                        prt[0] = 352
405
                        prt[1] = 348
406
                    }
407
                    break
408
                case "rm_dunes_41":
409
                    switch global.flowey_flag[23]
410
                    {
411
                        case 0:
412
                            message[0] = "* Howdy!	"
413
                            message[1] = "* You're becoming a pro#  at this, buddy!	"
414
                            message[2] = "* At this rate, you'll be#  able to confront ASGORE#  himself!"
415
                            prt[0] = 348
416
                            prt[1] = 348
417
                            prt[2] = 348
418
                            global.flowey_flag[23] += 1
419
                            break
420
                        case 1:
421
                            message[0] = "* Let's put this place#  behind us, pal!"
422
                            prt[0] = 348
423
                            break
424
                    }
425
426
                    break
427
            }
428
429
        }
430
    }
431
}