|
1
|
function scr_save_flowey_dunesscr_save_flowey_dunes
function 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_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
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global.menu_sprite = 3298;
|
|
7
|
if (global.flowey_save_number < current_save_number)
|
|
8
|
global.flowey_save_number = current_save_number;
|
|
9
|
scr_textscr_text
function scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} ();
|
|
10
|
with (msg)
|
|
11
|
{
|
|
12
|
sndfnt = 96;
|
|
13
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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_dunes
function 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_dunes
function 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_dunes
function 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
|
}
|