1 |
function scr_save_flowey_dark_ruinsscr_save_flowey_dark_ruinsfunction 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_areafunction 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_textfunction 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_ruinsfunction 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_ruinsfunction 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_ruinsfunction 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_yellowfunction 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 |
} |