1 |
function scr_save_flowey_dunesscr_save_flowey_dunesfunction 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_areascr_determine_save_areafunction scr_determine_save_area() //gml_Script_scr_determine_save_area
{
var current_room = room_get_name(room)
switch current_room
{
case "rm_darkruins_03":
current_save_number = 1
global.saveroom = "Dark Ruins - Entrance"
break
case "rm_darkruins_08":
current_save_number = 2
global.saveroom = "Dark Ruins - Atrium"
break
case "rm_darkruins_10":
current_save_number = 3
global.saveroom = "Dark Ruins - Cliff"
break
case "rm_darkruins_12":
current_save_number = 4
global.saveroom = "Dark Ruins - Puzzle"
break
case "rm_darkruins_16":
current_save_number = 5
global.saveroom = "Dark Ruins - Hall"
break
case "rm_snowdin_03_yellow":
current_save_number = 1
global.saveroom = "Snowdin - Delta Rock"
break
case "rm_snowdin_08_yellow":
current_save_number = 2
global.saveroom = "Snowdin - Ruined Shack"
break
case "rm_snowdin_12_yellow":
current_save_number = 3
global.saveroom = "Snowdin - Pathway"
break
case "rm_snowdin_14_yellow":
current_save_number = 4
global.saveroom = "Snowdin - Resort"
break
case "rm_snowdin_20_yellow":
current_save_number = 5
global.saveroom = "Snowdin - Corridor"
break
case "rm_dunes_02":
current_save_number = 1
global.saveroom = "Dunes - Cave"
break
case "rm_dunes_08":
current_save_number = 2
global.saveroom = "Dunes - Tree"
break
case "rm_dunes_14":
current_save_number = 3
global.saveroom = "Mines - Elevator"
break
case "rm_dunes_20":
current_save_number = 4
global.saveroom = "Mines - Minecart"
break
case "rm_dunes_25":
current_save_number = 5
global.saveroom = "Dunes - Mountaintop"
break
case "rm_dunes_28":
current_save_number = 6
global.saveroom = "Dunes - Playground"
break
case "rm_dunes_34":
current_save_number = 7
global.saveroom = "Dunes - Well"
break
case "rm_dunes_37":
current_save_number = 8
global.saveroom = "Wild East - Town"
break
case "rm_dunes_39":
current_save_number = 9
global.saveroom = "Wild East - Outskirts"
break
case "rm_dunes_41":
current_save_number = 10
global.saveroom = "Wild East - Sunnyside"
break
case "rm_steamworks_05":
current_save_number = 11
global.saveroom = "Steamw. - Generator"
break
case "rm_steamworks_09":
current_save_number = 12
global.saveroom = "Steamw. - Raised Path"
break
case "rm_steamworks_15":
current_save_number = 13
global.saveroom = "Steamw. - Lake"
break
case "rm_steamworks_19":
current_save_number = 14
global.saveroom = "Steamw. - Offices"
break
... () |
6 |
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() //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_dunesscr_save_flowey_dunesfunction 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_dunesscr_save_flowey_dunesfunction 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_dunesscr_save_flowey_dunesfunction 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 |
} |