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1
|
function scr_save_flowey_dark_ruinsscr_save_flowey_dark_ruins
function 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();
exit;
}
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();
exit;
}
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();
exit;
}
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]++;
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]++;
... ()
|
|
2
|
{
|
|
3
|
var current_room = room_get_name(room);
|
|
4
|
current_save_number = 1;
|
|
5
|
scr_determine_save_areascr_determine_save_area
function 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
|
if (global.flowey_save_number < current_save_number)
|
|
7
|
global.flowey_save_number = current_save_number;
|
|
8
|
scr_textscr_text
function scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} ();
|
|
9
|
with (msg)
|
|
10
|
{
|
|
11
|
sndfnt = 96;
|
|
12
|
var kill_number = global.kill_number[1];
|
|
13
|
if (global.kill_number[1] <= 15 && global.flowey_flag[6] == 0)
|
|
14
|
{
|
|
15
|
global.flowey_flag[6] = 1;
|
|
16
|
if (kill_number <= 10)
|
|
17
|
{
|
|
18
|
instance_destroy();
|
|
19
|
scr_save_flowey_dark_ruinsscr_save_flowey_dark_ruins
function 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();
exit;
}
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();
exit;
}
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();
exit;
}
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]++;
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]++;
... ();
|
|
20
|
exit;
|
|
21
|
}
|
|
22
|
message[0] = "* Gee, it's getting a# little dusty around here,# huh?";
|
|
23
|
prt[0] = 357;
|
|
24
|
}
|
|
25
|
else if (global.kill_number[1] <= 10 && global.flowey_flag[6] == 1)
|
|
26
|
{
|
|
27
|
global.flowey_flag[6] = 2;
|
|
28
|
if (kill_number <= 5)
|
|
29
|
{
|
|
30
|
instance_destroy();
|
|
31
|
scr_save_flowey_dark_ruinsscr_save_flowey_dark_ruins
function 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();
exit;
}
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();
exit;
}
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();
exit;
}
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]++;
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]++;
... ();
|
|
32
|
exit;
|
|
33
|
}
|
|
34
|
col_modif[0] = 255;
|
|
35
|
message[0] = "* Not too fond of that# whole mercy thing?";
|
|
36
|
message[1] = "* That's alright, whatever# gets you to ASGORE# friend!";
|
|
37
|
message_col[0][1] = " # ASGORE";
|
|
38
|
prt[0] = 353;
|
|
39
|
prt[1] = 348;
|
|
40
|
}
|
|
41
|
else if (global.kill_number[1] <= 5 && global.flowey_flag[6] == 2)
|
|
42
|
{
|
|
43
|
global.flowey_flag[6] = 3;
|
|
44
|
if (kill_number <= 0)
|
|
45
|
{
|
|
46
|
instance_destroy();
|
|
47
|
scr_save_flowey_dark_ruinsscr_save_flowey_dark_ruins
function 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();
exit;
}
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();
exit;
}
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();
exit;
}
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]++;
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]++;
... ();
|
|
48
|
exit;
|
|
49
|
}
|
|
50
|
message[0] = "* You've really got some# passion there.";
|
|
51
|
message[1] = "* There's only " + string(global.kill_number[scr_determine_world_value_yellowscr_determine_world_value_yellow
function 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;
break;
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;
break;
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;
break;
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":
... ()]) + " of the# monsters left not# counting the weirdo.";
|
|
52
|
message[2] = "* Good luck, pal!";
|
|
53
|
prt[0] = 357;
|
|
54
|
prt[1] = 348;
|
|
55
|
prt[2] = 347;
|
|
56
|
global.flowey_flag[6] = 3;
|
|
57
|
}
|
|
58
|
else if (global.kill_number[1] <= 0 && global.flowey_flag[6] == 3)
|
|
59
|
{
|
|
60
|
message[0] = "* Wow, it sure is quiet# around here.";
|
|
61
|
message[1] = "* I gotta say, it's# a bit nice with no# disturbances.";
|
|
62
|
message[2] = "* Well, nothing left to# do here I guess. Let's# keep going!";
|
|
63
|
prt[0] = 347;
|
|
64
|
prt[1] = 348;
|
|
65
|
prt[2] = 348;
|
|
66
|
global.flowey_flag[6] = 4;
|
|
67
|
}
|
|
68
|
else if (global.flowey_flag[6] == 4 && current_room != "rm_darkruins_16")
|
|
69
|
{
|
|
70
|
message[0] = "* Let's keep moving!";
|
|
71
|
prt[0] = 348;
|
|
72
|
}
|
|
73
|
else if (other.current_save_number < global.flowey_save_number)
|
|
74
|
{
|
|
75
|
message[0] = "* What are you doing back# here? The exit's the# other way, silly!";
|
|
76
|
message[1] = "* Let's get going.";
|
|
77
|
prt[0] = 352;
|
|
78
|
prt[1] = 348;
|
|
79
|
}
|
|
80
|
else
|
|
81
|
{
|
|
82
|
switch (current_room)
|
|
83
|
{
|
|
84
|
case "rm_darkruins_03":
|
|
85
|
switch (global.flowey_flag[0])
|
|
86
|
{
|
|
87
|
case 0:
|
|
88
|
message[0] = "* Howdy!#* Looks like you got# it then! ";
|
|
89
|
prt[0] = 348;
|
|
90
|
global.flowey_flag[0]++;
|
|
91
|
break;
|
|
92
|
case 1:
|
|
93
|
message[0] = "* Why the long face, pal?";
|
|
94
|
message[1] = "* Don't worry, this place# is way better than up# there!";
|
|
95
|
message[2] = "* That old lady would've# just spoiled all of# our fun!";
|
|
96
|
message[3] = "* Come on, let's not stand# around here all day!";
|
|
97
|
prt[0] = 348;
|
|
98
|
prt[1] = 347;
|
|
99
|
prt[2] = 357;
|
|
100
|
prt[3] = 348;
|
|
101
|
global.flowey_flag[0]++;
|
|
102
|
break;
|
|
103
|
case 2:
|
|
104
|
message[0] = "* You... really only need# one save...";
|
|
105
|
message[1] = "* Do you not trust me or# something?";
|
|
106
|
message[2] = "* Come on!#* I'm your pal!";
|
|
107
|
message[3] = "* I got your back!";
|
|
108
|
prt[0] = 352;
|
|
109
|
prt[1] = 357;
|
|
110
|
prt[2] = 347;
|
|
111
|
prt[3] = 348;
|
|
112
|
global.flowey_flag[0]++;
|
|
113
|
break;
|
|
114
|
case 3:
|
|
115
|
case 4:
|
|
116
|
case 5:
|
|
117
|
case 7:
|
|
118
|
message[0] = "* You should get going...";
|
|
119
|
prt[0] = 352;
|
|
120
|
if (global.flowey_flag[0] != 7)
|
|
121
|
global.flowey_flag[0]++;
|
|
122
|
break;
|
|
123
|
case 6:
|
|
124
|
message[0] = "* Really?#* What is this about?";
|
|
125
|
message[1] = "* I told you already, you# don't need that stupid# goat lady!";
|
|
126
|
message[2] = "* She couldn't have# protected you anyway!";
|
|
127
|
message[3] = "* You have me! #* I'm way better!";
|
|
128
|
message[4] = "* I'm your pal Flowey!";
|
|
129
|
message[5] = "* I'm the only friend # you'll ever need!";
|
|
130
|
message[6] = "* Can Toriel save for you?#* NO!";
|
|
131
|
message[7] = "* So let's get out of# here while we're# still young!";
|
|
132
|
prt[0] = 351;
|
|
133
|
prt[1] = 351;
|
|
134
|
prt[2] = 351;
|
|
135
|
prt[3] = 347;
|
|
136
|
prt[4] = 348;
|
|
137
|
prt[5] = 347;
|
|
138
|
prt[6] = 348;
|
|
139
|
prt[7] = 357;
|
|
140
|
global.flowey_flag[0]++;
|
|
141
|
break;
|
|
142
|
}
|
|
143
|
break;
|
|
144
|
case "rm_darkruins_08":
|
|
145
|
switch (global.flowey_flag[1])
|
|
146
|
{
|
|
147
|
case 0:
|
|
148
|
message[0] = "* Howdy!";
|
|
149
|
prt[0] = 348;
|
|
150
|
message[1] = "* I see you're still in# one piece!";
|
|
151
|
prt[1] = 357;
|
|
152
|
message[2] = "* You saw that weirdo# right?";
|
|
153
|
prt[2] = 352;
|
|
154
|
message[3] = "* If you want to get out# of here you'll have to# go through him.";
|
|
155
|
prt[3] = 357;
|
|
156
|
message[4] = "* He shouldn't be a# problem though.";
|
|
157
|
prt[4] = 348;
|
|
158
|
message[5] = "* And if he is, that's why# I'm here!";
|
|
159
|
prt[5] = 348;
|
|
160
|
global.flowey_flag[1]++;
|
|
161
|
break;
|
|
162
|
case 1:
|
|
163
|
message[0] = "* Again?";
|
|
164
|
prt[0] = 352;
|
|
165
|
message[1] = "* Okay, you're double# saved now!";
|
|
166
|
prt[1] = 347;
|
|
167
|
global.flowey_flag[1]++;
|
|
168
|
break;
|
|
169
|
case 2:
|
|
170
|
message[0] = "* Again?";
|
|
171
|
message[0] = "* Really?";
|
|
172
|
prt[0] = 351;
|
|
173
|
message[1] = "* How many saves do you # need?";
|
|
174
|
prt[1] = 351;
|
|
175
|
break;
|
|
176
|
}
|
|
177
|
break;
|
|
178
|
case "rm_darkruins_10":
|
|
179
|
switch (global.flowey_flag[2])
|
|
180
|
{
|
|
181
|
case 0:
|
|
182
|
message[0] = "* Howdy!";
|
|
183
|
message[1] = "* Golly, this place sure# is dead!";
|
|
184
|
message[2] = "* All the monsters are# all quiet and lurking.";
|
|
185
|
message[3] = "* That's not like monsters# at all!";
|
|
186
|
message[4] = "* Don't let this ruin# your impression of# the Underground!";
|
|
187
|
message[5] = "* We'll leave this# dump behind soon# enough!";
|
|
188
|
prt[0] = 348;
|
|
189
|
prt[1] = 352;
|
|
190
|
prt[2] = 352;
|
|
191
|
prt[3] = 347;
|
|
192
|
prt[4] = 348;
|
|
193
|
prt[5] = 348;
|
|
194
|
global.flowey_flag[2]++;
|
|
195
|
break;
|
|
196
|
case 1:
|
|
197
|
message[0] = "* You're already saved,# let's get a move# on!";
|
|
198
|
prt[0] = 348;
|
|
199
|
break;
|
|
200
|
}
|
|
201
|
break;
|
|
202
|
case "rm_darkruins_12":
|
|
203
|
switch (global.flowey_flag[3])
|
|
204
|
{
|
|
205
|
case 0:
|
|
206
|
message[0] = "* Howdy!";
|
|
207
|
message[1] = "* You seem to be doing# well!";
|
|
208
|
if (global.death_count_total > 1)
|
|
209
|
{
|
|
210
|
message[2] = "* Only " + string(global.death_count_total) + " deaths!";
|
|
211
|
}
|
|
212
|
else if (global.death_count_total == 1)
|
|
213
|
{
|
|
214
|
message[2] = "* Only 1 death!";
|
|
215
|
}
|
|
216
|
else
|
|
217
|
{
|
|
218
|
message[2] = "* You haven't even died# once!";
|
|
219
|
message[3] = "* Not that I thought you# would, but it's nice# to be prepared!";
|
|
220
|
}
|
|
221
|
if (global.death_count_total > 0)
|
|
222
|
{
|
|
223
|
message[3] = "* See? Aren't you glad# you have me around?!";
|
|
224
|
message[4] = "* It's great to be such# a needed friend!";
|
|
225
|
}
|
|
226
|
prt[0] = 348;
|
|
227
|
prt[1] = 347;
|
|
228
|
prt[2] = 348;
|
|
229
|
prt[3] = 348;
|
|
230
|
prt[4] = 347;
|
|
231
|
if (global.death_count_total > 0)
|
|
232
|
global.flowey_flag[3] = 1;
|
|
233
|
else
|
|
234
|
global.flowey_flag[3] = 2;
|
|
235
|
break;
|
|
236
|
case 1:
|
|
237
|
message[0] = "* What? Not happy with# your death tally?";
|
|
238
|
message[1] = "* Haven't you ever heard# the phrase: Don't shoot # the messenger?";
|
|
239
|
prt[0] = 357;
|
|
240
|
prt[1] = 347;
|
|
241
|
global.flowey_flag[3]++;
|
|
242
|
break;
|
|
243
|
case 2:
|
|
244
|
message[0] = "* Come on, buddy!";
|
|
245
|
message[1] = "* You can save more# later!";
|
|
246
|
prt[0] = 352;
|
|
247
|
prt[1] = 352;
|
|
248
|
break;
|
|
249
|
}
|
|
250
|
break;
|
|
251
|
case "rm_darkruins_16":
|
|
252
|
if (global.flag[17 Dalv fate] == 0)
|
|
253
|
{
|
|
254
|
switch (global.flowey_flag[4])
|
|
255
|
{
|
|
256
|
case 0:
|
|
257
|
message[0] = "* Howdy!";
|
|
258
|
message[1] = "* Not too far now!";
|
|
259
|
message[2] = "* Just gotta deal with# that downer!";
|
|
260
|
message[3] = "* Then you're out of# the Ruins!";
|
|
261
|
message[4] = "* See you on the other# side, pal!";
|
|
262
|
prt[0] = 348;
|
|
263
|
prt[1] = 348;
|
|
264
|
prt[2] = 348;
|
|
265
|
prt[3] = 347;
|
|
266
|
prt[4] = 348;
|
|
267
|
global.flowey_flag[4]++;
|
|
268
|
break;
|
|
269
|
case 1:
|
|
270
|
message[0] = "* What?";
|
|
271
|
message[1] = "* You scared of that# doom and gloom guy?";
|
|
272
|
message[2] = "* Look, you just gotta# fight your way through# him!";
|
|
273
|
message[3] = "* He'll go down easy!";
|
|
274
|
message[4] = "* And in case you# haven't noticed...";
|
|
275
|
message[5] = "* He really won't be# missed!";
|
|
276
|
message[6] = "* So go get him!";
|
|
277
|
prt[0] = 352;
|
|
278
|
prt[1] = 357;
|
|
279
|
prt[2] = 348;
|
|
280
|
prt[3] = 348;
|
|
281
|
prt[4] = 347;
|
|
282
|
prt[5] = 348;
|
|
283
|
prt[6] = 348;
|
|
284
|
global.flowey_flag[4]++;
|
|
285
|
break;
|
|
286
|
case 2:
|
|
287
|
message[0] = "* Come on, kid!#* Show him who's boss!";
|
|
288
|
prt[0] = 348;
|
|
289
|
break;
|
|
290
|
}
|
|
291
|
}
|
|
292
|
else if (global.route == 3 || global.flag[17 Dalv fate] >= 3 || global.geno_complete[1] == true)
|
|
293
|
{
|
|
294
|
switch (global.flowey_flag[5])
|
|
295
|
{
|
|
296
|
case 0:
|
|
297
|
message[0] = "* Well that's that.";
|
|
298
|
message[1] = "* Gee, what a start to our# journey.";
|
|
299
|
message[2] = "* I can't say I expected# this but it's your# choice.";
|
|
300
|
message[3] = "* Anyway...";
|
|
301
|
message[4] = "* If you want to explore# more before we leave# you should know this.";
|
|
302
|
message[5] = "* I've removed all my save# points besides this one# from here.";
|
|
303
|
message[6] = "* No use in going back# there.";
|
|
304
|
message[7] = "* I'll be at this one and# this one only until# you wanna leave.";
|
|
305
|
message[8] = "* See you later!";
|
|
306
|
prt[0] = 352;
|
|
307
|
prt[1] = 357;
|
|
308
|
prt[2] = 348;
|
|
309
|
prt[3] = 347;
|
|
310
|
prt[4] = 347;
|
|
311
|
prt[5] = 348;
|
|
312
|
prt[6] = 347;
|
|
313
|
prt[7] = 348;
|
|
314
|
prt[8] = 348;
|
|
315
|
global.flowey_flag[5]++;
|
|
316
|
break;
|
|
317
|
case 1:
|
|
318
|
message[0] = "* The exit is through# his house.";
|
|
319
|
message[1] = "* Go on.";
|
|
320
|
prt[0] = 348;
|
|
321
|
prt[1] = 347;
|
|
322
|
break;
|
|
323
|
}
|
|
324
|
}
|
|
325
|
else if (global.flag[17 Dalv fate] == 1)
|
|
326
|
{
|
|
327
|
switch (global.flowey_flag[5])
|
|
328
|
{
|
|
329
|
case 0:
|
|
330
|
message[0] = "* Nice job, kid!";
|
|
331
|
message[1] = "* I bet your conscience# feels light as a# feather.";
|
|
332
|
message[2] = "* Making friends is a good# way of getting through# here.";
|
|
333
|
message[3] = "* Avoiding conflict,# keeping yourself# safe...";
|
|
334
|
message[4] = "* I get that.";
|
|
335
|
message[5] = "* We just started and# you've already# befriended me, and him.";
|
|
336
|
message[6] = "* Aren't you the popular# one!";
|
|
337
|
message[7] = "* By the way...";
|
|
338
|
message[8] = "* If you want to explore# more before we leave# you should know this.";
|
|
339
|
message[9] = "* I've removed all my save# points besides this one# from here.";
|
|
340
|
message[10] = "* No use in going back# there.";
|
|
341
|
message[11] = "* I'll be at this one and# this one only until# you wanna leave.";
|
|
342
|
message[12] = "* See you later!";
|
|
343
|
prt[0] = 348;
|
|
344
|
prt[1] = 348;
|
|
345
|
prt[2] = 348;
|
|
346
|
prt[3] = 348;
|
|
347
|
prt[4] = 347;
|
|
348
|
prt[5] = 348;
|
|
349
|
prt[6] = 347;
|
|
350
|
prt[7] = 348;
|
|
351
|
prt[8] = 348;
|
|
352
|
prt[9] = 348;
|
|
353
|
prt[10] = 348;
|
|
354
|
prt[11] = 348;
|
|
355
|
prt[12] = 348;
|
|
356
|
global.flowey_flag[5]++;
|
|
357
|
break;
|
|
358
|
case 1:
|
|
359
|
message[0] = "* The exit is through# his house.";
|
|
360
|
message[1] = "* Go on.";
|
|
361
|
prt[0] = 348;
|
|
362
|
prt[1] = 347;
|
|
363
|
break;
|
|
364
|
}
|
|
365
|
}
|
|
366
|
else if (global.flag[17 Dalv fate] == 2)
|
|
367
|
{
|
|
368
|
switch (global.flowey_flag[5])
|
|
369
|
{
|
|
370
|
case 0:
|
|
371
|
message[0] = "* Well done!";
|
|
372
|
message[1] = "* That was almost too easy.";
|
|
373
|
message[2] = "* He sure put up a fight# but you handled it with# skill.";
|
|
374
|
message[3] = "* It's not like anyone# will miss that downer# anyway.";
|
|
375
|
message[4] = "* By the way...";
|
|
376
|
message[5] = "* If you want to explore# more before we leave# you should know this.";
|
|
377
|
message[6] = "* I've removed all my save# points besides this one# from here.";
|
|
378
|
message[7] = "* No use in going back# there.";
|
|
379
|
message[8] = "* I'll be at this one and# this one only until# you wanna leave.";
|
|
380
|
message[9] = "* See you later!";
|
|
381
|
prt[0] = 348;
|
|
382
|
prt[1] = 348;
|
|
383
|
prt[2] = 348;
|
|
384
|
prt[3] = 349;
|
|
385
|
prt[4] = 347;
|
|
386
|
prt[5] = 348;
|
|
387
|
prt[6] = 348;
|
|
388
|
prt[7] = 348;
|
|
389
|
prt[8] = 348;
|
|
390
|
prt[9] = 348;
|
|
391
|
global.flowey_flag[5]++;
|
|
392
|
break;
|
|
393
|
case 1:
|
|
394
|
message[0] = "* The exit is through# his house.";
|
|
395
|
message[1] = "* Go on.";
|
|
396
|
prt[0] = 348;
|
|
397
|
prt[1] = 347;
|
|
398
|
break;
|
|
399
|
}
|
|
400
|
}
|
|
401
|
break;
|
|
402
|
}
|
|
403
|
}
|
|
404
|
}
|
|
405
|
global.menu_sprite = 2628;
|
|
406
|
}
|