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1
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function scr_save_flowey_endgamescr_save_flowey_endgame
function scr_save_flowey_endgame()
{
var current_room = room_get_name(room);
current_save_number = 1;
scr_determine_save_area();
if (global.flowey_save_number < current_save_number)
global.flowey_save_number = current_save_number;
scr_text();
with (msg)
{
sndfnt = 96;
switch (current_room)
{
case "rm_hotland_complex_1":
if (global.route == 1 || global.route == 2)
{
switch (global.flowey_flag[36])
{
case 0:
var death_count = global.death_count_total;
message[0] = "* ...";
message[1] = "* Oh-Howdy!";
message[2] = "* We're nearing the# Castle now.";
message[3] = "* What an eventful day!";
message[4] = "* For kicks and giggles,# why don't we tally up# your death total?";
message[5] = "* Drum roll please!";
message[6] = "* Badabadabadabadaba...";
prt[0] = 353;
prt[1] = 348;
prt[2] = 348;
prt[3] = 347;
prt[4] = 3251;
prt[5] = 348;
prt[6] = 348;
if (global.save_count > 0)
{
message[7] = "* You died " + string(death_count) + " times!";
if (death_count == 1)
message[7] = "* You died " + string(death_count) + " time!";
prt[7] = 348;
if (death_count >= 1)
{
message[8] = "* Wow!";
message[9] = "* If I wasn't here to# help, this all would've# been a disaster!";
message[10] = "* Maybe jumping down a# chasm gung-ho wasn't the# brightest idea...";
message[11] = "* But hey, all's well# that ends well!";
prt[8] = 348;
prt[9] = 3251;
prt[10] = 347;
prt[11] = 348;
global.flowey_flag[36] = 1;
}
else
{
message[8] = "* Uh... ";
message[9] = "* That can't be right...";
message[10] = "* Zero? Really?";
message[11] = "* Geez...";
message[12] = "* I offered my services# for a reason.";
message[13] = "* I mean come on! Die a# little!";
prt[8] = 353;
prt[9] = 352;
prt[10] = 356;
prt[11] = 354;
prt[12] = 357;
prt[13] = 349;
global.flowey_flag[36] = 2;
}
}
else
{
message[7] = "* Oh wait, it's ZERO.";
message[8] = "* For you to be standing# in this building, it has# to be zero.\t";
message[9] = "* I honestly can't# believe you made it# here.";
message[10] = "* You are a piece of work# sometimes, you know# that?\t";
message[11] = "* Sigh...";
message[12] = "* Yeah, go on.\t";
message[13] = "* Save, don't save, your# choice.";
message[14] = "* Just remember that I# was always here for you.";
message[15] = "* Like a good friend# should be.";
prt[7] = 3640;
prt[8] = 353;
prt[9] = 352;
prt[10] = 348;
prt[11] = 352;
prt[12] = 353;
prt[13] = 352;
prt[14] = 352;
prt[15] = 347;
global.flowey_flag[36] = 2;
}
break;
case 1:
message[0] = "* What? Confused?";
message[1] = "* Or do ya think keeping# a death tally is morbid?";
message[2] = "* Knowing what could've# been keeps you humble!";
message[3] = "* Grateful for everyone# who helped you get where# you are!";
message[4] = "* At least that's my# \"flowosophy.\"";
prt[0] = 348;
prt[1] = 347;
prt[2] = 3251;
... ()
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2
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{
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3
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var current_room = room_get_name(room);
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4
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current_save_number = 1;
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5
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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;
... ();
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6
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if (global.flowey_save_number < current_save_number)
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7
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global.flowey_save_number = current_save_number;
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8
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scr_textscr_text
function scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} ();
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9
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with (msg)
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10
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{
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11
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sndfnt = 96;
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12
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switch (current_room)
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13
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{
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14
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case "rm_hotland_complex_1":
|
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15
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if (global.route == 1 || global.route == 2)
|
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16
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{
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|
17
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switch (global.flowey_flag[36])
|
|
18
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{
|
|
19
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case 0:
|
|
20
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var death_count = global.death_count_total;
|
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21
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message[0] = "* ...";
|
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22
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message[1] = "* Oh-Howdy!";
|
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23
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message[2] = "* We're nearing the# Castle now.";
|
|
24
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message[3] = "* What an eventful day!";
|
|
25
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message[4] = "* For kicks and giggles,# why don't we tally up# your death total?";
|
|
26
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message[5] = "* Drum roll please!";
|
|
27
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message[6] = "* Badabadabadabadaba...";
|
|
28
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prt[0] = 353;
|
|
29
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prt[1] = 348;
|
|
30
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prt[2] = 348;
|
|
31
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prt[3] = 347;
|
|
32
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prt[4] = 3251;
|
|
33
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prt[5] = 348;
|
|
34
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prt[6] = 348;
|
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35
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if (global.save_count > 0)
|
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36
|
{
|
|
37
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message[7] = "* You died " + string(death_count) + " times!";
|
|
38
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if (death_count == 1)
|
|
39
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message[7] = "* You died " + string(death_count) + " time!";
|
|
40
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prt[7] = 348;
|
|
41
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if (death_count >= 1)
|
|
42
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{
|
|
43
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message[8] = "* Wow!";
|
|
44
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message[9] = "* If I wasn't here to# help, this all would've# been a disaster!";
|
|
45
|
message[10] = "* Maybe jumping down a# chasm gung-ho wasn't the# brightest idea...";
|
|
46
|
message[11] = "* But hey, all's well# that ends well!";
|
|
47
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prt[8] = 348;
|
|
48
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prt[9] = 3251;
|
|
49
|
prt[10] = 347;
|
|
50
|
prt[11] = 348;
|
|
51
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global.flowey_flag[36] = 1;
|
|
52
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}
|
|
53
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else
|
|
54
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{
|
|
55
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message[8] = "* Uh... ";
|
|
56
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message[9] = "* That can't be right...";
|
|
57
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message[10] = "* Zero? Really?";
|
|
58
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message[11] = "* Geez...";
|
|
59
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message[12] = "* I offered my services# for a reason.";
|
|
60
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message[13] = "* I mean come on! Die a# little!";
|
|
61
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prt[8] = 353;
|
|
62
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prt[9] = 352;
|
|
63
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prt[10] = 356;
|
|
64
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prt[11] = 354;
|
|
65
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prt[12] = 357;
|
|
66
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prt[13] = 349;
|
|
67
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global.flowey_flag[36] = 2;
|
|
68
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}
|
|
69
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}
|
|
70
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else
|
|
71
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{
|
|
72
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message[7] = "* Oh wait, it's ZERO.";
|
|
73
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message[8] = "* For you to be standing# in this building, it has# to be zero.\t";
|
|
74
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message[9] = "* I honestly can't# believe you made it# here.";
|
|
75
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message[10] = "* You are a piece of work# sometimes, you know# that?\t";
|
|
76
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message[11] = "* Sigh...";
|
|
77
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message[12] = "* Yeah, go on.\t";
|
|
78
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message[13] = "* Save, don't save, your# choice.";
|
|
79
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message[14] = "* Just remember that I# was always here for you.";
|
|
80
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message[15] = "* Like a good friend# should be.";
|
|
81
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prt[7] = 3640;
|
|
82
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prt[8] = 353;
|
|
83
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prt[9] = 352;
|
|
84
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prt[10] = 348;
|
|
85
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prt[11] = 352;
|
|
86
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prt[12] = 353;
|
|
87
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prt[13] = 352;
|
|
88
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prt[14] = 352;
|
|
89
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prt[15] = 347;
|
|
90
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global.flowey_flag[36] = 2;
|
|
91
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}
|
|
92
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break;
|
|
93
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case 1:
|
|
94
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message[0] = "* What? Confused?";
|
|
95
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message[1] = "* Or do ya think keeping# a death tally is morbid?";
|
|
96
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message[2] = "* Knowing what could've# been keeps you humble!";
|
|
97
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message[3] = "* Grateful for everyone# who helped you get where# you are!";
|
|
98
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message[4] = "* At least that's my# \"flowosophy.\"";
|
|
99
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prt[0] = 348;
|
|
100
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prt[1] = 347;
|
|
101
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prt[2] = 3251;
|
|
102
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prt[3] = 348;
|
|
103
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prt[4] = 349;
|
|
104
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global.flowey_flag[36]++;
|
|
105
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break;
|
|
106
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case 2:
|
|
107
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message[0] = "* We got places to be,# pal!";
|
|
108
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message[1] = "* Chop chop!";
|
|
109
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prt[0] = 348;
|
|
110
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prt[1] = 347;
|
|
111
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break;
|
|
112
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}
|
|
113
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global.menu_sprite = 3091;
|
|
114
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exit;
|
|
115
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}
|
|
116
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else
|
|
117
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{
|
|
118
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switch (global.flowey_flag[36])
|
|
119
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{
|
|
120
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case 0:
|
|
121
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message[0] = "* Well.";
|
|
122
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message[1] = "* Word sure gets around.";
|
|
123
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message[2] = "* This is what'cha get# when you toss out# subtlety.";
|
|
124
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message[3] = "* Waging war without a# care for# repercussions...";
|
|
125
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message[4] = "* I tried to warn you but# it's too late now.";
|
|
126
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message[5] = "* Sigh...";
|
|
127
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message[6] = "* Play it cool from here# on out, will you?";
|
|
128
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prt[0] = 352;
|
|
129
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prt[1] = 353;
|
|
130
|
prt[2] = 353;
|
|
131
|
prt[3] = 352;
|
|
132
|
prt[4] = 353;
|
|
133
|
prt[5] = 352;
|
|
134
|
prt[6] = 352;
|
|
135
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global.flowey_flag[36] = 1;
|
|
136
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break;
|
|
137
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case 1:
|
|
138
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message[0] = "* We need to reach the# Castle.";
|
|
139
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message[1] = "* The King awaits...";
|
|
140
|
prt[0] = 353;
|
|
141
|
prt[1] = 348;
|
|
142
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global.flowey_flag[36]++;
|
|
143
|
break;
|
|
144
|
case 2:
|
|
145
|
message[0] = "* ...";
|
|
146
|
prt[0] = 353;
|
|
147
|
break;
|
|
148
|
}
|
|
149
|
global.menu_sprite = 3091;
|
|
150
|
exit;
|
|
151
|
}
|
|
152
|
break;
|
|
153
|
default:
|
|
154
|
switch (global.flowey_flag[38])
|
|
155
|
{
|
|
156
|
case 0:
|
|
157
|
message[0] = "* Quite the turn of# events, huh?";
|
|
158
|
message[1] = "* Well good thing I'm on# the winning side, haha!";
|
|
159
|
message[2] = "* I bet you'll handle# Ceroba like it's# nothing!";
|
|
160
|
prt[0] = 348;
|
|
161
|
prt[1] = 347;
|
|
162
|
prt[2] = 348;
|
|
163
|
global.flowey_flag[38] += 1;
|
|
164
|
break;
|
|
165
|
case 1:
|
|
166
|
message[0] = "* Best be heading to# Hotland!";
|
|
167
|
message[1] = "* Who knows how long ya# got?";
|
|
168
|
prt[0] = 347;
|
|
169
|
prt[1] = 348;
|
|
170
|
global.flowey_flag[38] += 1;
|
|
171
|
break;
|
|
172
|
case 2:
|
|
173
|
message[0] = "* You know that elevator# at the end of the# Steamworks?";
|
|
174
|
message[1] = "* I believe it's your# ticket!";
|
|
175
|
message[2] = "* Let's deal with that# backstabber already!";
|
|
176
|
prt[0] = 348;
|
|
177
|
prt[1] = 3251;
|
|
178
|
prt[2] = 348;
|
|
179
|
break;
|
|
180
|
}
|
|
181
|
break;
|
|
182
|
}
|
|
183
|
}
|
|
184
|
}
|