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gml_GlobalScript_scr_save_flowey_snowdin

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1
function scr_save_flowey_snowdin
scr_save_flowey_snowdin

function 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_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 ...
()
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[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_snowdin
scr_save_flowey_snowdin

function 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_snowdin
scr_save_flowey_snowdin

function 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_snowdin
scr_save_flowey_snowdin

function 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
}