1 |
function scr_save_flowey_endgamescr_save_flowey_endgamefunction 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); |
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;
... (); |
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if (global.flowey_save_number < current_save_number) |
7 |
global.flowey_save_number = current_save_number; |
8 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
9 |
with (msg) |
10 |
{ |
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sndfnt = 96; |
12 |
switch (current_room) |
13 |
{ |
14 |
case "rm_hotland_complex_1": |
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if (global.route == 1 || global.route == 2) |
16 |
{ |
17 |
switch (global.flowey_flag[36]) |
18 |
{ |
19 |
case 0: |
20 |
var death_count = global.death_count_total; |
21 |
message[0] = "* ..."; |
22 |
message[1] = "* Oh-Howdy!"; |
23 |
message[2] = "* We're nearing the# Castle now."; |
24 |
message[3] = "* What an eventful day!"; |
25 |
message[4] = "* For kicks and giggles,# why don't we tally up# your death total?"; |
26 |
message[5] = "* Drum roll please!"; |
27 |
message[6] = "* Badabadabadabadaba..."; |
28 |
prt[0] = 353; |
29 |
prt[1] = 348; |
30 |
prt[2] = 348; |
31 |
prt[3] = 347; |
32 |
prt[4] = 3251; |
33 |
prt[5] = 348; |
34 |
prt[6] = 348; |
35 |
if (global.save_count > 0) |
36 |
{ |
37 |
message[7] = "* You died " + string(death_count) + " times!"; |
38 |
if (death_count == 1) |
39 |
message[7] = "* You died " + string(death_count) + " time!"; |
40 |
prt[7] = 348; |
41 |
if (death_count >= 1) |
42 |
{ |
43 |
message[8] = "* Wow!"; |
44 |
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 |
prt[8] = 348; |
48 |
prt[9] = 3251; |
49 |
prt[10] = 347; |
50 |
prt[11] = 348; |
51 |
global.flowey_flag[36] = 1; |
52 |
} |
53 |
else |
54 |
{ |
55 |
message[8] = "* Uh... "; |
56 |
message[9] = "* That can't be right..."; |
57 |
message[10] = "* Zero? Really?"; |
58 |
message[11] = "* Geez..."; |
59 |
message[12] = "* I offered my services# for a reason."; |
60 |
message[13] = "* I mean come on! Die a# little!"; |
61 |
prt[8] = 353; |
62 |
prt[9] = 352; |
63 |
prt[10] = 356; |
64 |
prt[11] = 354; |
65 |
prt[12] = 357; |
66 |
prt[13] = 349; |
67 |
global.flowey_flag[36] = 2; |
68 |
} |
69 |
} |
70 |
else |
71 |
{ |
72 |
message[7] = "* Oh wait, it's ZERO."; |
73 |
message[8] = "* For you to be standing# in this building, it has# to be zero.\t"; |
74 |
message[9] = "* I honestly can't# believe you made it# here."; |
75 |
message[10] = "* You are a piece of work# sometimes, you know# that?\t"; |
76 |
message[11] = "* Sigh..."; |
77 |
message[12] = "* Yeah, go on.\t"; |
78 |
message[13] = "* Save, don't save, your# choice."; |
79 |
message[14] = "* Just remember that I# was always here for you."; |
80 |
message[15] = "* Like a good friend# should be."; |
81 |
prt[7] = 3640; |
82 |
prt[8] = 353; |
83 |
prt[9] = 352; |
84 |
prt[10] = 348; |
85 |
prt[11] = 352; |
86 |
prt[12] = 353; |
87 |
prt[13] = 352; |
88 |
prt[14] = 352; |
89 |
prt[15] = 347; |
90 |
global.flowey_flag[36] = 2; |
91 |
} |
92 |
break; |
93 |
case 1: |
94 |
message[0] = "* What? Confused?"; |
95 |
message[1] = "* Or do ya think keeping# a death tally is morbid?"; |
96 |
message[2] = "* Knowing what could've# been keeps you humble!"; |
97 |
message[3] = "* Grateful for everyone# who helped you get where# you are!"; |
98 |
message[4] = "* At least that's my# \"flowosophy.\""; |
99 |
prt[0] = 348; |
100 |
prt[1] = 347; |
101 |
prt[2] = 3251; |
102 |
prt[3] = 348; |
103 |
prt[4] = 349; |
104 |
global.flowey_flag[36]++; |
105 |
break; |
106 |
case 2: |
107 |
message[0] = "* We got places to be,# pal!"; |
108 |
message[1] = "* Chop chop!"; |
109 |
prt[0] = 348; |
110 |
prt[1] = 347; |
111 |
break; |
112 |
} |
113 |
global.menu_sprite = 3091; |
114 |
exit; |
115 |
} |
116 |
else |
117 |
{ |
118 |
switch (global.flowey_flag[36]) |
119 |
{ |
120 |
case 0: |
121 |
message[0] = "* Well."; |
122 |
message[1] = "* Word sure gets around."; |
123 |
message[2] = "* This is what'cha get# when you toss out# “subtlety.”"; |
124 |
message[3] = "* Waging war without a# care for# repercussions..."; |
125 |
message[4] = "* I tried to warn you but# it's too late now."; |
126 |
message[5] = "* Sigh..."; |
127 |
message[6] = "* Play it cool from here# on out, will you?"; |
128 |
prt[0] = 352; |
129 |
prt[1] = 353; |
130 |
prt[2] = 353; |
131 |
prt[3] = 352; |
132 |
prt[4] = 353; |
133 |
prt[5] = 352; |
134 |
prt[6] = 352; |
135 |
global.flowey_flag[36] = 1; |
136 |
break; |
137 |
case 1: |
138 |
message[0] = "* We need to reach the# Castle."; |
139 |
message[1] = "* The King awaits..."; |
140 |
prt[0] = 353; |
141 |
prt[1] = 348; |
142 |
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 |
} |