1 |
function scr_save_flowey_snowdinscr_save_flowey_snowdinfunction scr_save_flowey_snowdin() //gml_Script_scr_save_flowey_snowdin
{
var current_room = room_get_name(room)
global.menu_sprite = 1245
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[2]
if global.player_can_travel
{
message[0] = "* Let's get going."
prt[0] = 348
}
else if (global.snowdin_flag[13] != 0)
{
if (global.route == 3)
{
switch global.flowey_flag[12]
{
case 0:
message[0] = "* Howdy!"
message[1] = "* ..."
message[2] = "* Let's head to the river# up ahead."
message[3] = "* We'll soon be outta# here."
prt[0] = 348
prt[1] = 357
prt[2] = 348
prt[3] = 347
global.flowey_flag[12] = global.flowey_flag[12] + 1
break
case 1:
message[0] = "* ..."
prt[0] = 353
break
}
}
else if (global.snowdin_flag[13] == 1)
{
switch global.flowey_flag[12]
{
case 0:
message[0] = "* Howdy!"
message[1] = "* Great job, once again!"
message[2] = "* I hate that so many# monsters are ruthlessly# attacking you,"
message[3] = "* But you're handling it# with grace!"
message[4] = "* I'm not sure I trust# this one."
message[5] = "* Lucky for us, she# doesn't seem too put# together."
message[6] = "* We can ditch her as# soon as she messes# something up."
message[7] = "* I'm sure it won't take# long, haha!"
prt[0] = 348
prt[1] = 348
prt[2] = 357
prt[3] = 348
prt[4] = 347
prt[5] = 347
prt[6] = 349
prt[7] = 348
global.flowey_flag[12] = global.flowey_flag[12] + 1
break
case 1:
message[0] = "* Come on, Clover,# Martlet's waiting for# us."
prt[0] = 348
break
}
}
else if (global.snowdin_flag[13] >= 2)
{
switch global.flowey_flag[12]
{
case 0:
message[0] = "* Howdy!"
message[1] = "* Let's head to the river# up ahead."
message[2] = "* We'll soon be outta# here!"
prt[0] = 348
prt[1] = 348
prt[2] = 348
global.flowey_flag[12] = global.flowey_flag[12] + 1
break
case 1:
message[0] = "* Howdy!"
prt[0] = 348
break
}
}
}
else if (global.kill_number[1] <= 0 && global.kill_number[2] <= 15 && global.flowey_flag[13] == 0)
{
global.flowey_flag[13] = 1
if (kill_number <= 10)
{
instance_destroy()
scr_save_flowey_snowdin()
return;
... () //gml_Script_scr_save_flowey_snowdin |
2 |
{ |
3 |
var current_room = room_get_name(room) |
4 |
global.menu_sprite = 1245 |
5 |
current_save_number = 1 |
6 |
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
... () |
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[2] |
14 |
if global.player_can_travel |
15 |
{ |
16 |
message[0] = "* Let's get going." |
17 |
prt[0] = 348 |
18 |
} |
19 |
else if (global.snowdin_flag[13] != 0) |
20 |
{ |
21 |
if (global.route == 3) |
22 |
{ |
23 |
switch global.flowey_flag[12] |
24 |
{ |
25 |
case 0: |
26 |
message[0] = "* Howdy!" |
27 |
message[1] = "* ..." |
28 |
message[2] = "* Let's head to the river# up ahead." |
29 |
message[3] = "* We'll soon be outta# here." |
30 |
prt[0] = 348 |
31 |
prt[1] = 357 |
32 |
prt[2] = 348 |
33 |
prt[3] = 347 |
34 |
global.flowey_flag[12] = global.flowey_flag[12] + 1 |
35 |
break |
36 |
case 1: |
37 |
message[0] = "* ..." |
38 |
prt[0] = 353 |
39 |
break |
40 |
} |
41 |
|
42 |
} |
43 |
else if (global.snowdin_flag[13] == 1) |
44 |
{ |
45 |
switch global.flowey_flag[12] |
46 |
{ |
47 |
case 0: |
48 |
message[0] = "* Howdy!" |
49 |
message[1] = "* Great job, once again!" |
50 |
message[2] = "* I hate that so many# monsters are ruthlessly# attacking you," |
51 |
message[3] = "* But you're handling it# with grace!" |
52 |
message[4] = "* I'm not sure I trust# this one." |
53 |
message[5] = "* Lucky for us, she# doesn't seem too put# together." |
54 |
message[6] = "* We can ditch her as# soon as she messes# something up." |
55 |
message[7] = "* I'm sure it won't take# long, haha!" |
56 |
prt[0] = 348 |
57 |
prt[1] = 348 |
58 |
prt[2] = 357 |
59 |
prt[3] = 348 |
60 |
prt[4] = 347 |
61 |
prt[5] = 347 |
62 |
prt[6] = 349 |
63 |
prt[7] = 348 |
64 |
global.flowey_flag[12] = global.flowey_flag[12] + 1 |
65 |
break |
66 |
case 1: |
67 |
message[0] = "* Come on, Clover,# Martlet's waiting for# us." |
68 |
prt[0] = 348 |
69 |
break |
70 |
} |
71 |
|
72 |
} |
73 |
else if (global.snowdin_flag[13] >= 2) |
74 |
{ |
75 |
switch global.flowey_flag[12] |
76 |
{ |
77 |
case 0: |
78 |
message[0] = "* Howdy!" |
79 |
message[1] = "* Let's head to the river# up ahead." |
80 |
message[2] = "* We'll soon be outta# here!" |
81 |
prt[0] = 348 |
82 |
prt[1] = 348 |
83 |
prt[2] = 348 |
84 |
global.flowey_flag[12] = global.flowey_flag[12] + 1 |
85 |
break |
86 |
case 1: |
87 |
message[0] = "* Howdy!" |
88 |
prt[0] = 348 |
89 |
break |
90 |
} |
91 |
|
92 |
} |
93 |
} |
94 |
else if (global.kill_number[1] <= 0 && global.kill_number[2] <= 15 && global.flowey_flag[13] == 0) |
95 |
{ |
96 |
global.flowey_flag[13] = 1 |
97 |
if (kill_number <= 10) |
98 |
{ |
99 |
instance_destroy() |
100 |
scr_save_flowey_snowdinscr_save_flowey_snowdinfunction scr_save_flowey_snowdin() //gml_Script_scr_save_flowey_snowdin
{
var current_room = room_get_name(room)
global.menu_sprite = 1245
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[2]
if global.player_can_travel
{
message[0] = "* Let's get going."
prt[0] = 348
}
else if (global.snowdin_flag[13] != 0)
{
if (global.route == 3)
{
switch global.flowey_flag[12]
{
case 0:
message[0] = "* Howdy!"
message[1] = "* ..."
message[2] = "* Let's head to the river# up ahead."
message[3] = "* We'll soon be outta# here."
prt[0] = 348
prt[1] = 357
prt[2] = 348
prt[3] = 347
global.flowey_flag[12] = global.flowey_flag[12] + 1
break
case 1:
message[0] = "* ..."
prt[0] = 353
break
}
}
else if (global.snowdin_flag[13] == 1)
{
switch global.flowey_flag[12]
{
case 0:
message[0] = "* Howdy!"
message[1] = "* Great job, once again!"
message[2] = "* I hate that so many# monsters are ruthlessly# attacking you,"
message[3] = "* But you're handling it# with grace!"
message[4] = "* I'm not sure I trust# this one."
message[5] = "* Lucky for us, she# doesn't seem too put# together."
message[6] = "* We can ditch her as# soon as she messes# something up."
message[7] = "* I'm sure it won't take# long, haha!"
prt[0] = 348
prt[1] = 348
prt[2] = 357
prt[3] = 348
prt[4] = 347
prt[5] = 347
prt[6] = 349
prt[7] = 348
global.flowey_flag[12] = global.flowey_flag[12] + 1
break
case 1:
message[0] = "* Come on, Clover,# Martlet's waiting for# us."
prt[0] = 348
break
}
}
else if (global.snowdin_flag[13] >= 2)
{
switch global.flowey_flag[12]
{
case 0:
message[0] = "* Howdy!"
message[1] = "* Let's head to the river# up ahead."
message[2] = "* We'll soon be outta# here!"
prt[0] = 348
prt[1] = 348
prt[2] = 348
global.flowey_flag[12] = global.flowey_flag[12] + 1
break
case 1:
message[0] = "* Howdy!"
prt[0] = 348
break
}
}
}
else if (global.kill_number[1] <= 0 && global.kill_number[2] <= 15 && global.flowey_flag[13] == 0)
{
global.flowey_flag[13] = 1
if (kill_number <= 10)
{
instance_destroy()
scr_save_flowey_snowdin()
return;
... () |
101 |
return; |
102 |
} |
103 |
message[0] = "* Gee, you sure are# livin' on the edge." |
104 |
message[1] = "* I guess they did attack# you first." |
105 |
message[2] = "* Can't get in trouble# for self defense." |
106 |
prt[0] = 357 |
107 |
prt[1] = 354 |
108 |
prt[2] = 348 |
109 |
} |
110 |
else if (global.kill_number[2] <= 10 && global.flowey_flag[13] == 1) |
111 |
{ |
112 |
global.flowey_flag[13] = 2 |
113 |
if (kill_number <= 5) |
114 |
{ |
115 |
instance_destroy() |
116 |
scr_save_flowey_snowdinscr_save_flowey_snowdinfunction scr_save_flowey_snowdin() //gml_Script_scr_save_flowey_snowdin
{
var current_room = room_get_name(room)
global.menu_sprite = 1245
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[2]
if global.player_can_travel
{
message[0] = "* Let's get going."
prt[0] = 348
}
else if (global.snowdin_flag[13] != 0)
{
if (global.route == 3)
{
switch global.flowey_flag[12]
{
case 0:
message[0] = "* Howdy!"
message[1] = "* ..."
message[2] = "* Let's head to the river# up ahead."
message[3] = "* We'll soon be outta# here."
prt[0] = 348
prt[1] = 357
prt[2] = 348
prt[3] = 347
global.flowey_flag[12] = global.flowey_flag[12] + 1
break
case 1:
message[0] = "* ..."
prt[0] = 353
break
}
}
else if (global.snowdin_flag[13] == 1)
{
switch global.flowey_flag[12]
{
case 0:
message[0] = "* Howdy!"
message[1] = "* Great job, once again!"
message[2] = "* I hate that so many# monsters are ruthlessly# attacking you,"
message[3] = "* But you're handling it# with grace!"
message[4] = "* I'm not sure I trust# this one."
message[5] = "* Lucky for us, she# doesn't seem too put# together."
message[6] = "* We can ditch her as# soon as she messes# something up."
message[7] = "* I'm sure it won't take# long, haha!"
prt[0] = 348
prt[1] = 348
prt[2] = 357
prt[3] = 348
prt[4] = 347
prt[5] = 347
prt[6] = 349
prt[7] = 348
global.flowey_flag[12] = global.flowey_flag[12] + 1
break
case 1:
message[0] = "* Come on, Clover,# Martlet's waiting for# us."
prt[0] = 348
break
}
}
else if (global.snowdin_flag[13] >= 2)
{
switch global.flowey_flag[12]
{
case 0:
message[0] = "* Howdy!"
message[1] = "* Let's head to the river# up ahead."
message[2] = "* We'll soon be outta# here!"
prt[0] = 348
prt[1] = 348
prt[2] = 348
global.flowey_flag[12] = global.flowey_flag[12] + 1
break
case 1:
message[0] = "* Howdy!"
prt[0] = 348
break
}
}
}
else if (global.kill_number[1] <= 0 && global.kill_number[2] <= 15 && global.flowey_flag[13] == 0)
{
global.flowey_flag[13] = 1
if (kill_number <= 10)
{
instance_destroy()
scr_save_flowey_snowdin()
return;
... () |
117 |
return; |
118 |
} |
119 |
message[0] = "* Thought I saw some dust# lyin' around." |
120 |
message[1] = "* Might've just been snow." |
121 |
message[2] = "* At least, that's what# everyone else would# think." |
122 |
prt[0] = 348 |
123 |
prt[1] = 347 |
124 |
prt[2] = 349 |
125 |
} |
126 |
else if (global.kill_number[2] <= 5 && global.flowey_flag[13] == 2) |
127 |
{ |
128 |
global.flowey_flag[13] = 3 |
129 |
if (kill_number <= 0) |
130 |
{ |
131 |
instance_destroy() |
132 |
scr_save_flowey_snowdinscr_save_flowey_snowdinfunction scr_save_flowey_snowdin() //gml_Script_scr_save_flowey_snowdin
{
var current_room = room_get_name(room)
global.menu_sprite = 1245
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[2]
if global.player_can_travel
{
message[0] = "* Let's get going."
prt[0] = 348
}
else if (global.snowdin_flag[13] != 0)
{
if (global.route == 3)
{
switch global.flowey_flag[12]
{
case 0:
message[0] = "* Howdy!"
message[1] = "* ..."
message[2] = "* Let's head to the river# up ahead."
message[3] = "* We'll soon be outta# here."
prt[0] = 348
prt[1] = 357
prt[2] = 348
prt[3] = 347
global.flowey_flag[12] = global.flowey_flag[12] + 1
break
case 1:
message[0] = "* ..."
prt[0] = 353
break
}
}
else if (global.snowdin_flag[13] == 1)
{
switch global.flowey_flag[12]
{
case 0:
message[0] = "* Howdy!"
message[1] = "* Great job, once again!"
message[2] = "* I hate that so many# monsters are ruthlessly# attacking you,"
message[3] = "* But you're handling it# with grace!"
message[4] = "* I'm not sure I trust# this one."
message[5] = "* Lucky for us, she# doesn't seem too put# together."
message[6] = "* We can ditch her as# soon as she messes# something up."
message[7] = "* I'm sure it won't take# long, haha!"
prt[0] = 348
prt[1] = 348
prt[2] = 357
prt[3] = 348
prt[4] = 347
prt[5] = 347
prt[6] = 349
prt[7] = 348
global.flowey_flag[12] = global.flowey_flag[12] + 1
break
case 1:
message[0] = "* Come on, Clover,# Martlet's waiting for# us."
prt[0] = 348
break
}
}
else if (global.snowdin_flag[13] >= 2)
{
switch global.flowey_flag[12]
{
case 0:
message[0] = "* Howdy!"
message[1] = "* Let's head to the river# up ahead."
message[2] = "* We'll soon be outta# here!"
prt[0] = 348
prt[1] = 348
prt[2] = 348
global.flowey_flag[12] = global.flowey_flag[12] + 1
break
case 1:
message[0] = "* Howdy!"
prt[0] = 348
break
}
}
}
else if (global.kill_number[1] <= 0 && global.kill_number[2] <= 15 && global.flowey_flag[13] == 0)
{
global.flowey_flag[13] = 1
if (kill_number <= 10)
{
instance_destroy()
scr_save_flowey_snowdin()
return;
... () |
133 |
return; |
134 |
} |
135 |
message[0] = "* Wow, kid! You mean# business!" |
136 |
message[1] = "* What's that: Fifteen?# Sixteen?" |
137 |
message[2] = "* Very impressive." |
138 |
prt[0] = 348 |
139 |
prt[1] = 348 |
140 |
prt[2] = 348 |
141 |
} |
142 |
else if (global.kill_number[2] <= 0 && global.flowey_flag[13] == 3) |
143 |
{ |
144 |
message[0] = "* Wow." |
145 |
message[1] = "* Same effect." |
146 |
message[2] = "* This place went from# pleasant to eerie real# quick." |
147 |
message[3] = "* That must've been a new# record or something." |
148 |
message[4] = "* On the bright side, you# won't have to pay for# coffee anymore!" |
149 |
prt[0] = 352 |
150 |
prt[1] = 352 |
151 |
prt[2] = 353 |
152 |
prt[3] = 348 |
153 |
prt[4] = 349 |
154 |
global.flowey_flag[13] = 4 |
155 |
} |
156 |
else if (global.flowey_flag[13] == 4) |
157 |
{ |
158 |
message[0] = "* Can't tell if it's the# temperature or the# atmosphere but wow." |
159 |
message[1] = "* Sure is cold." |
160 |
message[2] = "* You should get a move# on." |
161 |
prt[0] = 352 |
162 |
prt[1] = 352 |
163 |
prt[2] = 352 |
164 |
} |
165 |
else if (other.current_save_number < global.flowey_save_number) |
166 |
{ |
167 |
message[0] = "* What are you doing back# here? The exit's the# other way, silly!" |
168 |
message[1] = "* Let's get going." |
169 |
prt[0] = 352 |
170 |
prt[1] = 348 |
171 |
} |
172 |
else |
173 |
{ |
174 |
switch current_room |
175 |
{ |
176 |
case "rm_snowdin_03_yellow": |
177 |
if (global.route == 3) |
178 |
{ |
179 |
switch global.flowey_flag[7] |
180 |
{ |
181 |
case 0: |
182 |
message[0] = "* You been thinking over# what I said?" |
183 |
message[1] = "* Due respect to your# decision making# process..." |
184 |
message[2] = "* But would you mind# hurrying it up?" |
185 |
message[3] = "* It's cold out here and# I don't fancy freezing." |
186 |
prt[0] = 348 |
187 |
prt[1] = 353 |
188 |
prt[2] = 352 |
189 |
prt[3] = 352 |
190 |
break |
191 |
case 1: |
192 |
message[0] = "* Let's move it, kid." |
193 |
message[1] = "* There'll be more time# to think later." |
194 |
prt[0] = 352 |
195 |
prt[1] = 352 |
196 |
break |
197 |
} |
198 |
|
199 |
return; |
200 |
} |
201 |
switch global.flowey_flag[7] |
202 |
{ |
203 |
case 0: |
204 |
message[0] = "* Hey, pal!" |
205 |
message[1] = "* What are you wasting# time here for?" |
206 |
message[2] = "* New area a little scary# for ya?" |
207 |
message[3] = "* Come on, you can do it!# I doubt you'll even# need a save!" |
208 |
message[4] = "* It's just snow, ice,# monsters, and possible# risk of frostbite." |
209 |
message[5] = "* Nothin' to it, pal! Now# get out there!" |
210 |
prt[0] = 348 |
211 |
prt[1] = 347 |
212 |
prt[2] = 349 |
213 |
prt[3] = 348 |
214 |
prt[4] = 347 |
215 |
prt[5] = 348 |
216 |
global.flowey_flag[7] = global.flowey_flag[7] + 1 |
217 |
break |
218 |
case 1: |
219 |
message[0] = "* The longer you stand# around talking to me," |
220 |
message[1] = "* The higher that risk of# frostbite gets." |
221 |
message[2] = "* Now move it!" |
222 |
prt[0] = 352 |
223 |
prt[1] = 353 |
224 |
prt[2] = 351 |
225 |
break |
226 |
} |
227 |
|
228 |
break |
229 |
case "rm_snowdin_08_yellow": |
230 |
switch global.flowey_flag[8] |
231 |
{ |
232 |
case 0: |
233 |
message[0] = "* Howdy!" |
234 |
message[1] = "* How are you holding up?" |
235 |
message[2] = "* Things aren't gettin'# any easier, huh." |
236 |
message[3] = "* It would be nice to# walk through here# without a hassle." |
237 |
message[4] = "* I guess that's not how# the world works." |
238 |
message[5] = "* That's monsters for ya,# can never mind their# own business." |
239 |
message[6] = "* In any case, you're# doing great!" |
240 |
message[7] = "* Keep it up, buddy!" |
241 |
prt[0] = 348 |
242 |
prt[1] = 348 |
243 |
prt[2] = 353 |
244 |
prt[3] = 352 |
245 |
prt[4] = 348 |
246 |
prt[5] = 347 |
247 |
prt[6] = 348 |
248 |
prt[7] = 348 |
249 |
global.flowey_flag[8] = global.flowey_flag[8] + 1 |
250 |
break |
251 |
case 1: |
252 |
message[0] = "* Still doing great, pal." |
253 |
message[1] = "* I guess you needed# extra confirmation?" |
254 |
message[2] = "* Don't worry, I meant it# the first time just as# much as the second." |
255 |
prt[0] = 348 |
256 |
prt[1] = 347 |
257 |
prt[2] = 349 |
258 |
global.flowey_flag[8] = global.flowey_flag[8] + 1 |
259 |
break |
260 |
case 2: |
261 |
message[0] = "* I appreciate you# wanting me to compliment# you a third time." |
262 |
message[1] = "* But you don't have to# lean on me so much for# emotional support." |
263 |
message[2] = "* You can believe in# yourself a little too,# pal." |
264 |
prt[0] = 352 |
265 |
prt[1] = 353 |
266 |
prt[2] = 348 |
267 |
break |
268 |
} |
269 |
|
270 |
break |
271 |
case "rm_snowdin_12_yellow": |
272 |
switch global.flowey_flag[9] |
273 |
{ |
274 |
case 0: |
275 |
message[0] = "* Howdy!" |
276 |
message[1] = "* Must say, I didn't# remember this place# being so..." |
277 |
message[2] = "* You know..." |
278 |
message[3] = "* Colorful." |
279 |
message[4] = "* Really can't go two# seconds without getting# harrassed around here." |
280 |
message[5] = "* Hasn't anyone heard of# personal space?" |
281 |
message[6] = "* Unless someone can mail# you to ASGORE, I don't# see why we need 'em." |
282 |
message[7] = "* Anyway, let's get a# move on. Time's a# wastin'." |
283 |
prt[0] = 348 |
284 |
prt[1] = 348 |
285 |
prt[2] = 347 |
286 |
prt[3] = 357 |
287 |
prt[4] = 352 |
288 |
prt[5] = 353 |
289 |
prt[6] = 348 |
290 |
prt[7] = 348 |
291 |
global.flowey_flag[9] = global.flowey_flag[9] + 1 |
292 |
break |
293 |
case 1: |
294 |
message[0] = "* Whatcha waitin' around# for?" |
295 |
message[1] = "* You have a job to do." |
296 |
prt[0] = 348 |
297 |
prt[1] = 349 |
298 |
global.flowey_flag[9] = global.flowey_flag[9] + 1 |
299 |
break |
300 |
case 2: |
301 |
message[0] = "* Look, I get it, you# wanna be thorough." |
302 |
message[1] = "* Two saves is no better# than one, kid!" |
303 |
message[2] = "* We got places to see,# warm places most of# 'em." |
304 |
message[3] = "* Let's get going!" |
305 |
prt[0] = 352 |
306 |
prt[1] = 353 |
307 |
prt[2] = 348 |
308 |
prt[3] = 348 |
309 |
break |
310 |
} |
311 |
|
312 |
break |
313 |
case "rm_snowdin_14_yellow": |
314 |
switch global.flowey_flag[10] |
315 |
{ |
316 |
case 0: |
317 |
message[0] = "* Now THIS is what I'm# talkin' about!" |
318 |
message[1] = "* A perfect place to# relax and destress." |
319 |
message[2] = "* Well, not perfect, a# bit crowded for my# taste." |
320 |
message[3] = "* At least that keeps# things interesting." |
321 |
prt[0] = 348 |
322 |
prt[1] = 347 |
323 |
prt[2] = 357 |
324 |
prt[3] = 349 |
325 |
global.flowey_flag[10] = global.flowey_flag[10] + 1 |
326 |
break |
327 |
case 1: |
328 |
message[0] = "* Feel free to slack off# for a while, kid." |
329 |
message[1] = "* I'll be here checking# out the hot springs." |
330 |
prt[0] = 347 |
331 |
prt[1] = 348 |
332 |
break |
333 |
} |
334 |
|
335 |
break |
336 |
case "rm_snowdin_20_yellow": |
337 |
if (global.snowdin_flag[13] == 0) |
338 |
{ |
339 |
switch global.flowey_flag[11] |
340 |
{ |
341 |
case 0: |
342 |
message[0] = "* Howdy!" |
343 |
message[1] = "* We're almost out of# here." |
344 |
message[2] = "* I'm surprised that# guard never saw you# nearby, ya know?" |
345 |
message[3] = "* Their puzzles sure# weren't impressive,# that's for certain." |
346 |
message[4] = "* Knowing that, I# wouldn't worry if you# run into them." |
347 |
message[5] = "* Whatever happens, I# wish you luck!" |
348 |
prt[0] = 348 |
349 |
prt[1] = 348 |
350 |
prt[2] = 347 |
351 |
prt[3] = 349 |
352 |
prt[4] = 3251 |
353 |
prt[5] = 348 |
354 |
global.flowey_flag[11] = global.flowey_flag[11] + 1 |
355 |
break |
356 |
case 1: |
357 |
message[0] = "* Don't tell me you're# scared of the Royal# Guard now." |
358 |
message[1] = "* You saw that lady,# right? You'll be fine." |
359 |
message[2] = "* Trust me a little, will# ya?" |
360 |
prt[0] = 347 |
361 |
prt[1] = 348 |
362 |
prt[2] = 3251 |
363 |
global.flowey_flag[11] = global.flowey_flag[11] + 1 |
364 |
break |
365 |
case 2: |
366 |
message[0] = "* Let's do this already!" |
367 |
prt[0] = 348 |
368 |
break |
369 |
} |
370 |
|
371 |
} |
372 |
break |
373 |
} |
374 |
|
375 |
} |
376 |
} |
377 |
} |