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gml_GlobalScript_scr_save_flowey_endgame

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1
function scr_save_flowey_endgame
scr_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; ...
()
2
{
3
    var current_room = room_get_name(room);
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    current_save_number = 1;
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    scr_determine_save_area
scr_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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    if (global.flowey_save_number < current_save_number)
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        global.flowey_save_number = current_save_number;
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    scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
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    with (msg)
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    {
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        sndfnt = 96;
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        switch (current_room)
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        {
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            case "rm_hotland_complex_1":
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                if (global.route == 1 || global.route == 2)
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                {
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                    switch (global.flowey_flag[36])
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                    {
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                        case 0:
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                            var death_count = global.death_count_total;
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                            message[0] = "* ...";
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                            message[1] = "* Oh-Howdy!";
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                            message[2] = "* We're nearing the#  Castle now.";
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                            message[3] = "* What an eventful day!";
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                            message[4] = "* For kicks and giggles,#  why don't we tally up#  your death total?";
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                            message[5] = "* Drum roll please!";
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                            message[6] = "* Badabadabadabadaba...";
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                            prt[0] = 353;
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                            prt[1] = 348;
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                            prt[2] = 348;
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                            prt[3] = 347;
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                            prt[4] = 3251;
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                            prt[5] = 348;
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                            prt[6] = 348;
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                            if (global.save_count > 0)
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                            {
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                                message[7] = "* You died " + string(death_count) + " times!";
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                                if (death_count == 1)
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                                    message[7] = "* You died " + string(death_count) + " time!";
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                                prt[7] = 348;
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                                if (death_count >= 1)
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                                {
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                                    message[8] = "* Wow!";
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                                    message[9] = "* If I wasn't here to#  help, this all would've#  been a disaster!";
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                                    message[10] = "* Maybe jumping down a#  chasm gung-ho wasn't the#  brightest idea...";
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                                    message[11] = "* But hey, all's well#  that ends well!";
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                                    prt[8] = 348;
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                                    prt[9] = 3251;
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                                    prt[10] = 347;
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                                    prt[11] = 348;
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                                    global.flowey_flag[36] = 1;
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                                }
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                                else
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                                {
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                                    message[8] = "* Uh... ";
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                                    message[9] = "* That can't be right...";
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                                    message[10] = "* Zero? Really?";
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                                    message[11] = "* Geez...";
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                                    message[12] = "* I offered my services#  for a reason.";
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                                    message[13] = "* I mean come on! Die a#  little!";
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                                    prt[8] = 353;
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                                    prt[9] = 352;
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                                    prt[10] = 356;
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                                    prt[11] = 354;
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                                    prt[12] = 357;
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                                    prt[13] = 349;
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                                    global.flowey_flag[36] = 2;
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                                }
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                            }
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                            else
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                            {
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                                message[7] = "* Oh wait, it's ZERO.";
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                                message[8] = "* For you to be standing#  in this building, it has#  to be zero.\t";
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                                message[9] = "* I honestly can't#  believe you made it#  here.";
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                                message[10] = "* You are a piece of work#  sometimes, you know#  that?\t";
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                                message[11] = "* Sigh...";
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                                message[12] = "* Yeah, go on.\t";
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                                message[13] = "* Save, don't save, your#  choice.";
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                                message[14] = "* Just remember that I#  was always here for you.";
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                                message[15] = "* Like a good friend#  should be.";
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                                prt[7] = 3640;
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                                prt[8] = 353;
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                                prt[9] = 352;
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                                prt[10] = 348;
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                                prt[11] = 352;
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                                prt[12] = 353;
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                                prt[13] = 352;
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                                prt[14] = 352;
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                                prt[15] = 347;
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                                global.flowey_flag[36] = 2;
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                            }
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                            break;
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                        case 1:
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                            message[0] = "* What? Confused?";
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                            message[1] = "* Or do ya think keeping#  a death tally is morbid?";
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                            message[2] = "* Knowing what could've#  been keeps you humble!";
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                            message[3] = "* Grateful for everyone#  who helped you get where#  you are!";
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                            message[4] = "* At least that's my#  \"flowosophy.\"";
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                            prt[0] = 348;
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                            prt[1] = 347;
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                            prt[2] = 3251;
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                            prt[3] = 348;
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                            prt[4] = 349;
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                            global.flowey_flag[36]++;
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                            break;
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                        case 2:
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                            message[0] = "* We got places to be,#  pal!";
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                            message[1] = "* Chop chop!";
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                            prt[0] = 348;
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                            prt[1] = 347;
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                            break;
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                    }
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                    global.menu_sprite = 3091;
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                    exit;
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                }
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                else
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                {
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                    switch (global.flowey_flag[36])
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                    {
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                        case 0:
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                            message[0] = "* Well.";
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                            message[1] = "* Word sure gets around.";
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                            message[2] = "* This is what'cha get#  when you toss out#  “subtlety.”";
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                            message[3] = "* Waging war without a#  care for#  repercussions...";
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                            message[4] = "* I tried to warn you but#  it's too late now.";
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                            message[5] = "* Sigh...";
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                            message[6] = "* Play it cool from here#  on out, will you?";
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                            prt[0] = 352;
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                            prt[1] = 353;
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                            prt[2] = 353;
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                            prt[3] = 352;
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                            prt[4] = 353;
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                            prt[5] = 352;
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                            prt[6] = 352;
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                            global.flowey_flag[36] = 1;
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                            break;
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                        case 1:
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                            message[0] = "* We need to reach the#  Castle.";
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                            message[1] = "* The King awaits...";
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                            prt[0] = 353;
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                            prt[1] = 348;
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                            global.flowey_flag[36]++;
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                            break;
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                        case 2:
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                            message[0] = "* ...";
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                            prt[0] = 353;
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                            break;
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                    }
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                    global.menu_sprite = 3091;
150
                    exit;
151
                }
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                break;
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            default:
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                switch (global.flowey_flag[38])
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                {
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                    case 0:
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                        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!";
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                        prt[0] = 348;
161
                        prt[1] = 347;
162
                        prt[2] = 348;
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                        global.flowey_flag[38] += 1;
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                        break;
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                    case 1:
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                        message[0] = "* Best be heading to#  Hotland!";
167
                        message[1] = "* Who knows how long ya#  got?";
168
                        prt[0] = 347;
169
                        prt[1] = 348;
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                        global.flowey_flag[38] += 1;
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                        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
}