1 |
function scr_save_flowey_dunesscr_save_flowey_dunesfunction 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();
exit;
}
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();
exit;
}
message[0] = "* Golly, monsters 'round# here sure have it out# for you!";
message[1] = "* How could they keep# attacking a poor human# so willingly?\t";
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();
exit;
}
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)
{
... () |
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 |
global.menu_sprite = 3298; |
7 |
if (global.flowey_save_number < current_save_number) |
8 |
global.flowey_save_number = current_save_number; |
9 |
scr_textscr_textfunction 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[3]; |
14 |
if (global.kill_number[2] <= 0 && global.kill_number[3] <= 15 && global.flowey_flag[35] == 0) |
15 |
{ |
16 |
global.flowey_flag[35] = 1; |
17 |
if (kill_number <= 10) |
18 |
{ |
19 |
instance_destroy(); |
20 |
scr_save_flowey_dunesscr_save_flowey_dunesfunction 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();
exit;
}
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();
exit;
}
message[0] = "* Golly, monsters 'round# here sure have it out# for you!";
message[1] = "* How could they keep# attacking a poor human# so willingly?\t";
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();
exit;
}
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)
{
... (); |
21 |
exit; |
22 |
} |
23 |
message[0] = "* Always a treat to see# your gunslinging skills!"; |
24 |
message[1] = "* Let's get you saved!"; |
25 |
prt[0] = 348; |
26 |
prt[1] = 348; |
27 |
} |
28 |
else if (global.kill_number[3] <= 10 && global.flowey_flag[35] == 1) |
29 |
{ |
30 |
global.flowey_flag[35] = 2; |
31 |
if (kill_number <= 5) |
32 |
{ |
33 |
instance_destroy(); |
34 |
scr_save_flowey_dunesscr_save_flowey_dunesfunction 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();
exit;
}
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();
exit;
}
message[0] = "* Golly, monsters 'round# here sure have it out# for you!";
message[1] = "* How could they keep# attacking a poor human# so willingly?\t";
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();
exit;
}
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)
{
... (); |
35 |
exit; |
36 |
} |
37 |
message[0] = "* Golly, monsters 'round# here sure have it out# for you!"; |
38 |
message[1] = "* How could they keep# attacking a poor human# so willingly?\t"; |
39 |
message[2] = "* We can't have that! Not# at all!"; |
40 |
prt[0] = 348; |
41 |
prt[1] = 347; |
42 |
prt[2] = 3251; |
43 |
} |
44 |
else if (global.kill_number[3] <= 5 && global.flowey_flag[35] == 2) |
45 |
{ |
46 |
global.flowey_flag[35] = 3; |
47 |
if (kill_number <= 0) |
48 |
{ |
49 |
instance_destroy(); |
50 |
scr_save_flowey_dunesscr_save_flowey_dunesfunction 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();
exit;
}
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();
exit;
}
message[0] = "* Golly, monsters 'round# here sure have it out# for you!";
message[1] = "* How could they keep# attacking a poor human# so willingly?\t";
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();
exit;
}
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)
{
... (); |
51 |
exit; |
52 |
} |
53 |
message[0] = "* I don't see many more# enemies roaming about."; |
54 |
message[1] = "* Once you encounter the# rest, show 'em who's# boss!"; |
55 |
prt[0] = 348; |
56 |
prt[1] = 349; |
57 |
} |
58 |
else if (global.kill_number[3] <= 0 && global.flowey_flag[35] == 3) |
59 |
{ |
60 |
message[0] = "* You are... whoa, haha.# Talented, for sure!"; |
61 |
message[1] = "* You laid waste to this# wasteland!"; |
62 |
message[2] = "* This place definitely# wasn't big enough for# the both of you!"; |
63 |
prt[0] = 352; |
64 |
prt[1] = 347; |
65 |
prt[2] = 348; |
66 |
global.flowey_flag[35] = 4; |
67 |
} |
68 |
else if (global.flowey_flag[35] == 4) |
69 |
{ |
70 |
message[0] = "* Keep on movin', buddy!"; |
71 |
message[1] = "* We're getting ever so# closer to your REAL# target!"; |
72 |
prt[0] = 348; |
73 |
prt[1] = 348; |
74 |
global.flowey_flag[35] = 5; |
75 |
} |
76 |
else if (global.flowey_flag[35] == 5) |
77 |
{ |
78 |
message[0] = "* ..."; |
79 |
prt[0] = 352; |
80 |
} |
81 |
else if (other.current_save_number < global.flowey_save_number) |
82 |
{ |
83 |
message[0] = "* What are you doing back# here? The exit's the# other way, silly!"; |
84 |
message[1] = "* Let's get going."; |
85 |
prt[0] = 352; |
86 |
prt[1] = 348; |
87 |
} |
88 |
else |
89 |
{ |
90 |
switch (current_room) |
91 |
{ |
92 |
case "rm_dunes_02": |
93 |
switch (global.flowey_flag[15]) |
94 |
{ |
95 |
case 0: |
96 |
message[0] = "* This cave is a little# claustrophobic for my# taste."; |
97 |
message[1] = "* Get out there and see# what we're really# dealing with!"; |
98 |
prt[0] = 348; |
99 |
prt[1] = 348; |
100 |
if (global.geno_complete[2] == 1) |
101 |
{ |
102 |
message[0] = "* This area seems...# different."; |
103 |
message[1] = "* Let's hope there aren't# as many distractions# along the way."; |
104 |
prt[0] = 348; |
105 |
prt[1] = 348; |
106 |
} |
107 |
global.flowey_flag[15] += 1; |
108 |
break; |
109 |
case 1: |
110 |
if (global.snowdin_flag[13] <= 1) |
111 |
{ |
112 |
message[0] = "* I get that you may# wanna wait for your# friend,"; |
113 |
message[1] = "* But she's long# gone."; |
114 |
message[2] = "* She got you into this# situation."; |
115 |
message[3] = "* But you're# gonna have to get# yourself out."; |
116 |
prt[0] = 348; |
117 |
prt[1] = 348; |
118 |
prt[2] = 348; |
119 |
prt[3] = 348; |
120 |
} |
121 |
else if (global.snowdin_flag[13] >= 2) |
122 |
{ |
123 |
message[0] = "* I get that you might# wanna rest after the# wild ride back there..."; |
124 |
message[1] = "* But we have no time to# waste!"; |
125 |
prt[0] = 348; |
126 |
prt[1] = 348; |
127 |
} |
128 |
else if (global.geno_complete[2] == 1) |
129 |
{ |
130 |
message[0] = "* I get that you might# wanna rest after the# wild ride back there..."; |
131 |
message[1] = "* But we have no time to# waste!"; |
132 |
prt[0] = 348; |
133 |
prt[1] = 348; |
134 |
} |
135 |
global.flowey_flag[15] += 1; |
136 |
break; |
137 |
case 2: |
138 |
if (global.geno_complete[2] == 1) |
139 |
{ |
140 |
message[0] = "* I'll be waiting for ya# up ahead when you# decide to head out."; |
141 |
prt[0] = 348; |
142 |
} |
143 |
else |
144 |
{ |
145 |
message[0] = "* No more waiting around."; |
146 |
message[1] = "* Go get 'em, Clover!"; |
147 |
prt[0] = 348; |
148 |
prt[1] = 348; |
149 |
} |
150 |
break; |
151 |
} |
152 |
break; |
153 |
case "rm_dunes_08": |
154 |
switch (global.flowey_flag[16]) |
155 |
{ |
156 |
case 0: |
157 |
message[0] = "* Howdy!"; |
158 |
message[1] = "* Strange sight, huh?"; |
159 |
message[2] = "* Who knew something# could actually grow# here?"; |
160 |
message[3] = "* Anyway, great job so# far!"; |
161 |
message[4] = "* This place is much more# treacherous than# Snowdin!"; |
162 |
message[5] = "* Keep it up, Clover!"; |
163 |
prt[0] = 348; |
164 |
prt[1] = 347; |
165 |
prt[2] = 347; |
166 |
prt[3] = 348; |
167 |
prt[4] = 348; |
168 |
prt[5] = 348; |
169 |
global.flowey_flag[16] += 1; |
170 |
break; |
171 |
case 1: |
172 |
message[0] = "* Let's get moving!"; |
173 |
message[1] = "* I'm gonna catch fire if# I stay out too long!"; |
174 |
prt[0] = 348; |
175 |
prt[1] = 353; |
176 |
break; |
177 |
} |
178 |
break; |
179 |
case "rm_dunes_14": |
180 |
switch (global.flowey_flag[17]) |
181 |
{ |
182 |
case 0: |
183 |
message[0] = "* Golly, the emblems on# these miner uniforms are# very interesting."; |
184 |
message[1] = "* Guess I'm the boss# 'round here!"; |
185 |
message[2] = "* Jokes aside, you got# some smarts!"; |
186 |
message[3] = "* Fixed that elevator# with ease."; |
187 |
message[4] = "* Proud of ya!"; |
188 |
prt[0] = 348; |
189 |
prt[1] = 3251; |
190 |
prt[2] = 348; |
191 |
prt[3] = 347; |
192 |
prt[4] = 348; |
193 |
global.flowey_flag[17] += 1; |
194 |
break; |
195 |
case 1: |
196 |
message[0] = "* I wonder what the goal# of this mine is?\t"; |
197 |
message[1] = "* Whatever it is, no one# seems to know what# they're doing, haha."; |
198 |
prt[0] = 348; |
199 |
prt[1] = 347; |
200 |
global.flowey_flag[17] += 1; |
201 |
break; |
202 |
case 2: |
203 |
message[0] = "* Keep on, buddy!"; |
204 |
prt[0] = 348; |
205 |
break; |
206 |
} |
207 |
break; |
208 |
case "rm_dunes_20": |
209 |
switch (global.flowey_flag[18]) |
210 |
{ |
211 |
case 0: |
212 |
message[0] = "* Howdy!"; |
213 |
message[1] = "* This cave sure is# ginormous!"; |
214 |
message[2] = "* I hope this rail leads# to an exit cause it's# getting stuffy in here."; |
215 |
message[3] = "* Enjoy the ride, pal!"; |
216 |
prt[0] = 348; |
217 |
prt[1] = 347; |
218 |
prt[2] = 357; |
219 |
prt[3] = 348; |
220 |
global.flowey_flag[18] += 1; |
221 |
break; |
222 |
case 1: |
223 |
message[0] = "* Come on, just hop in# the cart!"; |
224 |
message[1] = "* You've been through# much worse."; |
225 |
prt[0] = 347; |
226 |
prt[1] = 348; |
227 |
break; |
228 |
} |
229 |
break; |
230 |
case "rm_dunes_25": |
231 |
switch (global.flowey_flag[19]) |
232 |
{ |
233 |
case 0: |
234 |
message[0] = "* Gee, what a view."; |
235 |
message[1] = "* Even though we aren't# very close to the# Castle..."; |
236 |
message[2] = "* It feels like we've# accomplished so much as# a team."; |
237 |
message[3] = "* Wasn't that long ago# that I was teachin' you# how to dodge attacks."; |
238 |
message[4] = "* A lot can happen in a# short time."; |
239 |
prt[0] = 348; |
240 |
prt[1] = 348; |
241 |
prt[2] = 348; |
242 |
prt[3] = 348; |
243 |
prt[4] = 348; |
244 |
global.flowey_flag[19] += 1; |
245 |
break; |
246 |
case 1: |
247 |
message[0] = "* As nice as this is, we# do have places to be."; |
248 |
message[1] = "* Let's keep a move on,# Clover!"; |
249 |
prt[0] = 348; |
250 |
prt[1] = 348; |
251 |
break; |
252 |
} |
253 |
break; |
254 |
case "rm_dunes_28": |
255 |
switch (global.flowey_flag[20]) |
256 |
{ |
257 |
case 0: |
258 |
message[0] = "* Howdy!"; |
259 |
message[1] = "* Looks like we're back# on solid ground!"; |
260 |
message[2] = "* That mine sure was a# detour!"; |
261 |
message[3] = "* What a buncha slackers!"; |
262 |
message[4] = "* Anyway, let's keep up# the pace, buddy!"; |
263 |
prt[0] = 348; |
264 |
prt[1] = 347; |
265 |
prt[2] = 348; |
266 |
prt[3] = 349; |
267 |
prt[4] = 348; |
268 |
global.flowey_flag[20] += 1; |
269 |
break; |
270 |
case 1: |
271 |
message[0] = "* It isn't exactly# flattering to live in a# sandbox, by the way."; |
272 |
message[1] = "* Let's get going before# the local kids think# I'm some new toy!"; |
273 |
prt[0] = 353; |
274 |
prt[1] = 348; |
275 |
global.flowey_flag[20] += 1; |
276 |
break; |
277 |
case 2: |
278 |
message[0] = "* What's the holdup, pal?"; |
279 |
prt[0] = 348; |
280 |
break; |
281 |
} |
282 |
break; |
283 |
case "rm_dunes_37": |
284 |
if (global.dunes_flag[24] != 0 && global.flowey_flag[21] < 6) |
285 |
global.flowey_flag[21] = 6; |
286 |
else if (global.dunes_flag[20] >= 9 && global.flowey_flag[21] < 5) |
287 |
global.flowey_flag[21] = 5; |
288 |
else if (global.dunes_flag[20] >= 7 && global.flowey_flag[21] < 3) |
289 |
global.flowey_flag[21] = 3; |
290 |
switch (global.flowey_flag[21]) |
291 |
{ |
292 |
case 0: |
293 |
message[0] = "* Howdy!"; |
294 |
message[1] = "* Gee, seems like my# greeting has found its# home."; |
295 |
message[2] = "* Like the hat? It's a# disguise."; |
296 |
message[3] = "* This area is pretty# populated so I picked# this up to be safe!"; |
297 |
message[4] = "* You being separated# from Martlet is pretty# lucky but..."; |
298 |
message[5] = "* I hope this Star guy# doesn't hold you here# for long."; |
299 |
message[6] = "* I may have to# intervene if he does!"; |
300 |
prt[0] = 348; |
301 |
prt[1] = 347; |
302 |
prt[2] = 348; |
303 |
prt[3] = 348; |
304 |
prt[4] = 347; |
305 |
prt[5] = 348; |
306 |
prt[6] = 349; |
307 |
global.flowey_flag[21] += 1; |
308 |
break; |
309 |
case 1: |
310 |
message[0] = "* I wasn't lying about# being close to an exit# earlier."; |
311 |
message[1] = "* I just didn't expect...# all of this."; |
312 |
message[2] = "* On the bright side..."; |
313 |
message[3] = "* You may be able to# obtain some gear# upgrades here."; |
314 |
message[4] = "* This roadblock isn't# totally pointless,# haha."; |
315 |
prt[0] = 348; |
316 |
prt[1] = 357; |
317 |
prt[2] = 348; |
318 |
prt[3] = 348; |
319 |
prt[4] = 348; |
320 |
global.flowey_flag[21] += 1; |
321 |
break; |
322 |
case 2: |
323 |
message[0] = "* Howdy!"; |
324 |
prt[0] = 348; |
325 |
break; |
326 |
case 3: |
327 |
message[0] = "* Howdy!"; |
328 |
message[1] = "* ..."; |
329 |
message[2] = "* Okay, my patience is# only so strong, Clover."; |
330 |
message[3] = "* I hope you're not# planning to actually# stay here."; |
331 |
message[4] = "* These bozos are below# you."; |
332 |
message[5] = "* I highly suggest that# you make a run for it# when the time's right."; |
333 |
message[6] = "* Try not to let yourself# get distracted from the# real mission."; |
334 |
prt[0] = 348; |
335 |
prt[1] = 352; |
336 |
prt[2] = 353; |
337 |
prt[3] = 352; |
338 |
prt[4] = 349; |
339 |
prt[5] = 347; |
340 |
prt[6] = 348; |
341 |
global.flowey_flag[21] += 1; |
342 |
break; |
343 |
case 4: |
344 |
message[0] = "* Gidde up, \"partner\"!"; |
345 |
prt[0] = 348; |
346 |
break; |
347 |
case 5: |
348 |
message[0] = "* Howdy!"; |
349 |
message[1] = "* I was afraid things# would escalate."; |
350 |
message[2] = "* Nothing you're not# fully used to by now!"; |
351 |
message[3] = "* This is probably a good# time to get outta here."; |
352 |
message[4] = "* It's all gone way too# far, dont'cha think?"; |
353 |
message[5] = "* Whatever happens, I# wish ya luck, Clover!"; |
354 |
prt[0] = 352; |
355 |
prt[1] = 353; |
356 |
prt[2] = 348; |
357 |
prt[3] = 348; |
358 |
prt[4] = 348; |
359 |
prt[5] = 3251; |
360 |
global.flowey_flag[21] += 1; |
361 |
break; |
362 |
case 6: |
363 |
message[0] = "* Let's put this place# behind us, pal!"; |
364 |
prt[0] = 348; |
365 |
break; |
366 |
} |
367 |
break; |
368 |
case "rm_dunes_39": |
369 |
if (global.dunes_flag[24] == 0) |
370 |
{ |
371 |
switch (global.flowey_flag[22]) |
372 |
{ |
373 |
case 0: |
374 |
message[0] = "* Howdy!"; |
375 |
message[1] = "* I was hoping Starlo ran# to his parents or# somethin'."; |
376 |
message[2] = "* Looks like you'll have# to confront him."; |
377 |
message[3] = "* Do what you do best!# I'm always rootin' for# ya!"; |
378 |
prt[0] = 348; |
379 |
prt[1] = 347; |
380 |
prt[2] = 348; |
381 |
prt[3] = 349; |
382 |
global.flowey_flag[22] += 1; |
383 |
break; |
384 |
case 1: |
385 |
message[0] = "* We're almost outta# here!"; |
386 |
message[1] = "* Let's knock this Starlo# drama out!"; |
387 |
prt[0] = 348; |
388 |
prt[1] = 348; |
389 |
break; |
390 |
} |
391 |
} |
392 |
else |
393 |
{ |
394 |
message[0] = "* What are you doing back# here? The exit's the# other way, silly!"; |
395 |
message[1] = "* Let's get going."; |
396 |
prt[0] = 352; |
397 |
prt[1] = 348; |
398 |
} |
399 |
break; |
400 |
case "rm_dunes_41": |
401 |
switch (global.flowey_flag[23]) |
402 |
{ |
403 |
case 0: |
404 |
message[0] = "* Howdy!\t"; |
405 |
message[1] = "* You're becoming a pro# at this, buddy!\t"; |
406 |
message[2] = "* At this rate, you'll be# able to confront ASGORE# himself!"; |
407 |
prt[0] = 348; |
408 |
prt[1] = 348; |
409 |
prt[2] = 348; |
410 |
global.flowey_flag[23] += 1; |
411 |
break; |
412 |
case 1: |
413 |
message[0] = "* Let's put this place# behind us, pal!"; |
414 |
prt[0] = 348; |
415 |
break; |
416 |
} |
417 |
break; |
418 |
} |
419 |
} |
420 |
} |
421 |
} |