1 |
depth = (-y) |
2 |
if (instance_exists(obj_dialogue) && obj_dialogue.sndfnt == 96) |
3 |
{ |
4 |
if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current])) |
5 |
{ |
6 |
image_speed = 0 |
7 |
image_index = 0 |
8 |
} |
9 |
else |
10 |
image_speed = 0.2 |
11 |
} |
12 |
if (waiter > 0 && waiter < 3) |
13 |
{ |
14 |
switch (direction div 90) |
15 |
{ |
16 |
case 0: |
17 |
sprite_index = rightsprite |
18 |
break |
19 |
case 1: |
20 |
sprite_index = upsprite |
21 |
break |
22 |
case 2: |
23 |
sprite_index = leftsprite |
24 |
break |
25 |
case 3: |
26 |
sprite_index = downsprite |
27 |
break |
28 |
} |
29 |
|
30 |
} |
31 |
if (waiter == 1) |
32 |
{ |
33 |
if global.flowey_death_pop |
34 |
{ |
35 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
36 |
with (msg) |
37 |
{ |
38 |
sndfnt = 96 |
39 |
message[0] = "* Welcome back!" |
40 |
prt[0] = 348 |
41 |
} |
42 |
if (!global.dialogue_open) |
43 |
{ |
44 |
waiter = 3 |
45 |
sprite_index = leavesprite |
46 |
image_speed = 0.2 |
47 |
} |
48 |
return; |
49 |
} |
50 |
else if (global.dunes_flag[41] >= 5) |
51 |
scr_save_flowey_endgamescr_save_flowey_endgamefunction scr_save_flowey_endgame() //gml_Script_scr_save_flowey_endgame
{
var current_room = room_get_name(room)
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
switch current_room
{
case "rm_hotland_complex_1":
if (global.route == 1 || global.route == 2)
{
switch global.flowey_flag[36]
{
case 0:
var death_count = global.death_count_total
message[0] = "* ..."
message[1] = "* Oh-Howdy!"
message[2] = "* We're nearing the# Castle now."
message[3] = "* What an eventful day!"
message[4] = "* For kicks and giggles,# why don't we tally up# your death total?"
message[5] = "* Drum roll please!"
message[6] = "* Badabadabadabadaba..."
prt[0] = 353
prt[1] = 348
prt[2] = 348
prt[3] = 347
prt[4] = 3251
prt[5] = 348
prt[6] = 348
if (global.save_count > 0)
{
message[7] = "* You died " + string(death_count) + " times!"
if (death_count == 1)
message[7] = "* You died " + string(death_count) + " time!"
prt[7] = 348
if (death_count >= 1)
{
message[8] = "* Wow!"
message[9] = "* If I wasn't here to# help, this all would've# been a disaster!"
message[10] = "* Maybe jumping down a# chasm gung-ho wasn't the# brightest idea..."
message[11] = "* But hey, all's well# that ends well!"
prt[8] = 348
prt[9] = 3251
prt[10] = 347
prt[11] = 348
global.flowey_flag[36] = 1
}
else
{
message[8] = "* Uh... "
message[9] = "* That can't be right..."
message[10] = "* Zero? Really?"
message[11] = "* Geez..."
message[12] = "* I offered my services# for a reason."
message[13] = "* I mean come on! Die a# little!"
prt[8] = 353
prt[9] = 352
prt[10] = 356
prt[11] = 354
prt[12] = 357
prt[13] = 349
global.flowey_flag[36] = 2
}
}
else
{
message[7] = "* Oh wait, it's ZERO."
message[8] = "* For you to be standing# in this building, it has# to be zero. "
message[9] = "* I honestly can't# believe you made it# here."
message[10] = "* You are a piece of work# sometimes, you know# that? "
message[11] = "* Sigh..."
message[12] = "* Yeah, go on. "
message[13] = "* Save, don't save, your# choice."
message[14] = "* Just remember that I# was always here for you."
message[15] = "* Like a good friend# should be."
prt[7] = 3640
prt[8] = 353
prt[9] = 352
prt[10] = 348
prt[11] = 352
prt[12] = 353
prt[13] = 352
prt[14] = 352
prt[15] = 347
global.flowey_flag[36] = 2
}
break
case 1:
message[0] = "* What? Confused?"
message[1] = "* Or do ya think keeping# a death tally is morbid?"
message[2] = "* Knowing what could've# been keeps you humble!"
message[3] = "* Grateful for everyone# who helped you get where# you are!"
message[4] = "* At least that's my# \"flowosophy.\""
prt[0] = 348
prt[1] = 347
prt[2] = 3251
... () |
52 |
else |
53 |
{ |
54 |
var current_world_value = scr_determine_world_value_yellowscr_determine_world_value_yellowfunction scr_determine_world_value_yellow() //gml_Script_scr_determine_world_value_yellow
{
if (room != rm_battle && room != rm_shop && room != rm_mainmenu && room != rm_death_screen)
global.current_room_overworld = room_get_name(room)
var current_room_overworld = global.current_room_overworld
switch current_room_overworld
{
case "rm_ruins_01_yellow":
case "rm_ruins_02_yellow":
case "rm_ruins_03_yellow":
case "rm_ruins_04_yellow":
case "rm_ruins_05_yellow":
case "rm_ruins_06_yellow":
return 0;
case "rm_darkruins_01":
case "rm_darkruins_02":
case "rm_darkruins_03":
case "rm_darkruins_04":
case "rm_darkruins_05":
case "rm_darkruins_06":
case "rm_darkruins_07":
case "rm_darkruins_08":
case "rm_darkruins_08b":
case "rm_darkruins_09":
case "rm_darkruins_09b":
case "rm_darkruins_10":
case "rm_darkruins_11":
case "rm_darkruins_12":
case "rm_darkruins_13":
case "rm_darkruins_14":
case "rm_darkruins_14b":
case "rm_darkruins_15":
case "rm_darkruins_16":
case "rm_darkruins_16b":
case "rm_darkruins_16c":
case "rm_darkruins_17":
case "rm_darkruins_18":
case "rm_dalvhallway":
case "rm_dalvshouse":
case "rm_dalvsroom":
case "rm_dalvroomhall":
case "rm_dalvExit":
return 1;
case "rm_snowdin_01_yellow":
case "rm_snowdin_02_yellow":
case "rm_snowdin_03_yellow":
case "rm_snowdin_03b_yellow":
case "rm_snowdin_04_yellow":
case "rm_snowdin_05_yellow":
case "rm_snowdin_06_yellow":
case "rm_snowdin_07_yellow":
case "rm_snowdin_08_yellow":
case "rm_snowdin_08b_yellow":
case "rm_snowdin_09_yellow":
case "rm_snowdin_10_yellow":
case "rm_snowdin_11_yellow":
case "rm_snowdin_12_yellow":
case "rm_snowdin_13_yellow":
case "rm_snowdin_14_yellow":
case "rm_snowdin_14b_yellow":
case "rm_snowdin_14c_yellow":
case "rm_snowdin_14d_yellow":
case "rm_snowdin_14e_yellow":
case "rm_snowdin_15_yellow":
case "rm_snowdin_16_yellow":
case "rm_snowdin_16b_yellow":
case "rm_snowdin_17_yellow":
case "rm_snowdin_18_yellow":
case "rm_snowdin_19_yellow":
case "rm_snowdin_20_yellow":
case "rm_snowdin_21_yellow":
case "rm_snowdin_22_yellow":
return 2;
case "rm_dunes_01":
case "rm_dunes_02":
case "rm_dunes_03":
case "rm_dunes_04":
case "rm_dunes_05":
case "rm_dunes_06":
case "rm_dunes_07":
case "rm_dunes_08":
case "rm_dunes_08b":
case "rm_dunes_09":
case "rm_dunes_10":
case "rm_dunes_11":
case "rm_dunes_12":
case "rm_dunes_12b":
case "rm_dunes_13":
case "rm_dunes_14":
case "rm_dunes_15":
case "rm_dunes_16":
case "rm_dunes_17":
case "rm_dunes_18":
case "rm_dunes_19":
case "rm_dunes_19B":
case "rm_dunes_20":
case "rm_dunes_21":
case "rm_dunes_22":
case "rm_dunes_23":
case "rm_dunes_24":
case "rm_dunes_25":
... () |
55 |
switch current_world_value |
56 |
{ |
57 |
case 1: |
58 |
scr_save_flowey_dark_ruinsscr_save_flowey_dark_ruinsfunction scr_save_flowey_dark_ruins() //gml_Script_scr_save_flowey_dark_ruins
{
var current_room = room_get_name(room)
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[1]
if (global.kill_number[1] <= 15 && global.flowey_flag[6] == 0)
{
global.flowey_flag[6] = 1
if (kill_number <= 10)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
message[0] = "* Gee, it's getting a# little dusty around here,# huh?"
prt[0] = 357
}
else if (global.kill_number[1] <= 10 && global.flowey_flag[6] == 1)
{
global.flowey_flag[6] = 2
if (kill_number <= 5)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
col_modif[0] = 255
message[0] = "* Not too fond of that# whole mercy thing?"
message[1] = "* That's alright, whatever# gets you to ASGORE# friend!"
message_col[0][1] = " # ASGORE"
prt[0] = 353
prt[1] = 348
}
else if (global.kill_number[1] <= 5 && global.flowey_flag[6] == 2)
{
global.flowey_flag[6] = 3
if (kill_number <= 0)
{
instance_destroy()
scr_save_flowey_dark_ruins()
return;
}
message[0] = "* You've really got some# passion there."
message[1] = "* There's only " + string(global.kill_number[ scr_determine_world_value_yellow()]) + " of the# monsters left not# counting the weirdo."
message[2] = "* Good luck, pal!"
prt[0] = 357
prt[1] = 348
prt[2] = 347
global.flowey_flag[6] = 3
}
else if (global.kill_number[1] <= 0 && global.flowey_flag[6] == 3)
{
message[0] = "* Wow, it sure is quiet# around here."
message[1] = "* I gotta say, it's# a bit nice with no# disturbances."
message[2] = "* Well, nothing left to# do here I guess. Let's# keep going!"
prt[0] = 347
prt[1] = 348
prt[2] = 348
global.flowey_flag[6] = 4
}
else if (global.flowey_flag[6] == 4 && current_room != "rm_darkruins_16")
{
message[0] = "* Let's keep moving!"
prt[0] = 348
}
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_darkruins_03":
switch global.flowey_flag[0]
{
case 0:
message[0] = "* Howdy!#* Looks like you got# it then! "
prt[0] = 348
global.flowey_flag[0] = global.flowey_flag[0] + 1
break
case 1:
message[0] = "* Why the long face, pal?"
message[1] = "* Don't worry, this place# is way better than up# there!"
message[2] = "* That old lady would've# just spoiled all of# our fun!"
message[3] = "* Come on, let's not stand# around here all day!"
prt[0] = 348
prt[1] = 347
prt[2] = 357
prt[3] = 348
global.flowey_flag[0] = global.flowey_flag[0] + 1
... () |
59 |
break |
60 |
case 2: |
61 |
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;
... () |
62 |
break |
63 |
case 3: |
64 |
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)
{
... () |
65 |
break |
66 |
case 4: |
67 |
scr_save_flowey_steamworksscr_save_flowey_steamworksfunction scr_save_flowey_steamworks() //gml_Script_scr_save_flowey_steamworks
{
if live_call()
return global.live_result;
var current_room = room_get_name(room)
global.menu_sprite = 3691
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[4]
if (current_room == "rm_steamworks_36" && global.route == 3 && global.sworks_flag[31] == 4 && global.hotland_flag[6] == 0)
{
message[0] = "* Are we gonna talk about# what you just did?"
message[1] = "* I've seriously had it# with this behavior."
message[2] = "* I aid you for so long# yet I have to deal with# your angst?"
message[3] = "* Ever heard of \"don't# bite the hand that feeds# you?\""
message[4] = "* But, oh, \"it's okay to# bite Flowey because he# doesn't have hands.\""
message[5] = "* Well I used to!"
message[6] = "* ..."
message[7] = "* I um..."
message[8] = "* Heh..."
message[9] = "* ..."
message[10] = "* I made a promise to# help you all the way to# the Castle."
message[11] = "* So... I will."
message[12] = "* Just had to make my# grievances known, ya# know?"
message[13] = "* A little respect goes a# long way."
prt[0] = 353
prt[1] = 351
prt[2] = 351
prt[3] = 351
prt[4] = 3692
prt[5] = 351
prt[6] = 352
prt[7] = 353
prt[8] = 357
prt[9] = 357
prt[10] = 352
prt[11] = 353
prt[12] = 348
prt[13] = 3251
global.sworks_flag[31] = 5
}
else if (global.kill_number[3] <= 0 && kill_number <= 17 && global.flowey_flag[37] == 0)
{
global.flowey_flag[37] = 1
if (kill_number <= 10)
{
with (other)
scr_save_flowey_steamworks()
return;
}
message[0] = "* These undead piles of# junk aren't very# threatening."
message[1] = "* Not really worth the# trouble."
prt[0] = 353
prt[1] = 357
}
else if (kill_number <= 12 && global.flowey_flag[37] == 1)
{
global.flowey_flag[37] = 2
if (kill_number <= 5)
{
with (other)
scr_save_flowey_steamworks()
return;
}
message[0] = "* Still at it, huh?"
message[1] = "* Sorry but I'm runnin'# low on witty comments at# this point."
prt[0] = 3692
prt[1] = 353
}
else if (kill_number <= 8 && global.flowey_flag[37] == 2)
{
global.flowey_flag[37] = 3
if (kill_number <= 0)
{
with (other)
scr_save_flowey_steamworks()
return;
}
message[0] = "* ...What? You want me to# keep inflating your ego?"
message[1] = "* This was novel back in# like, Snowdin, but now?"
message[2] = "* I don't know... Aren't# you bored?"
message[3] = "* ..."
message[4] = "* Right."
prt[0] = 352
prt[1] = 353
prt[2] = 3692
prt[3] = 3692
prt[4] = 353
}
else if (kill_number <= 5 && global.flowey_flag[37] == 3)
{
global.flowey_flag[37] = 4
if (kill_number <= 0)
{
with (other)
... () |
68 |
break |
69 |
case 5: |
70 |
scr_save_flowey_endgamescr_save_flowey_endgamefunction scr_save_flowey_endgame() //gml_Script_scr_save_flowey_endgame
{
var current_room = room_get_name(room)
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
switch current_room
{
case "rm_hotland_complex_1":
if (global.route == 1 || global.route == 2)
{
switch global.flowey_flag[36]
{
case 0:
var death_count = global.death_count_total
message[0] = "* ..."
message[1] = "* Oh-Howdy!"
message[2] = "* We're nearing the# Castle now."
message[3] = "* What an eventful day!"
message[4] = "* For kicks and giggles,# why don't we tally up# your death total?"
message[5] = "* Drum roll please!"
message[6] = "* Badabadabadabadaba..."
prt[0] = 353
prt[1] = 348
prt[2] = 348
prt[3] = 347
prt[4] = 3251
prt[5] = 348
prt[6] = 348
if (global.save_count > 0)
{
message[7] = "* You died " + string(death_count) + " times!"
if (death_count == 1)
message[7] = "* You died " + string(death_count) + " time!"
prt[7] = 348
if (death_count >= 1)
{
message[8] = "* Wow!"
message[9] = "* If I wasn't here to# help, this all would've# been a disaster!"
message[10] = "* Maybe jumping down a# chasm gung-ho wasn't the# brightest idea..."
message[11] = "* But hey, all's well# that ends well!"
prt[8] = 348
prt[9] = 3251
prt[10] = 347
prt[11] = 348
global.flowey_flag[36] = 1
}
else
{
message[8] = "* Uh... "
message[9] = "* That can't be right..."
message[10] = "* Zero? Really?"
message[11] = "* Geez..."
message[12] = "* I offered my services# for a reason."
message[13] = "* I mean come on! Die a# little!"
prt[8] = 353
prt[9] = 352
prt[10] = 356
prt[11] = 354
prt[12] = 357
prt[13] = 349
global.flowey_flag[36] = 2
}
}
else
{
message[7] = "* Oh wait, it's ZERO."
message[8] = "* For you to be standing# in this building, it has# to be zero. "
message[9] = "* I honestly can't# believe you made it# here."
message[10] = "* You are a piece of work# sometimes, you know# that? "
message[11] = "* Sigh..."
message[12] = "* Yeah, go on. "
message[13] = "* Save, don't save, your# choice."
message[14] = "* Just remember that I# was always here for you."
message[15] = "* Like a good friend# should be."
prt[7] = 3640
prt[8] = 353
prt[9] = 352
prt[10] = 348
prt[11] = 352
prt[12] = 353
prt[13] = 352
prt[14] = 352
prt[15] = 347
global.flowey_flag[36] = 2
}
break
case 1:
message[0] = "* What? Confused?"
message[1] = "* Or do ya think keeping# a death tally is morbid?"
message[2] = "* Knowing what could've# been keeps you humble!"
message[3] = "* Grateful for everyone# who helped you get where# you are!"
message[4] = "* At least that's my# \"flowosophy.\""
prt[0] = 348
prt[1] = 347
prt[2] = 3251
... () |
71 |
break |
72 |
} |
73 |
|
74 |
} |
75 |
waiter = 2 |
76 |
} |
77 |
if ((!instance_exists(obj_dialogue)) && waiter == 2) |
78 |
{ |
79 |
box = instance_create(((__view_get((0 << 0), 0)) + 160), ((__view_get((1 << 0), 0)) + 120), obj_savebox) |
80 |
audio_play_sound(snd_mainmenu_select, 1, 0) |
81 |
waiter = 3 |
82 |
} |