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gml_GlobalScript_scr_save_flowey_snowdin

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1
function scr_save_flowey_snowdin
scr_save_flowey_snowdin

function scr_save_flowey_snowdin() { var current_room = room_get_name(room); global.menu_sprite = 1245; 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; var kill_number = global.kill_number[2]; if (global.player_can_travel) { message[0] = "* Let's get going."; prt[0] = 348; } else if (global.snowdin_flag[13] != 0) { if (global.route == 3) { switch (global.flowey_flag[12]) { case 0: message[0] = "* Howdy!"; message[1] = "* ..."; message[2] = "* Let's head to the river# up ahead."; message[3] = "* We'll soon be outta# here."; prt[0] = 348; prt[1] = 357; prt[2] = 348; prt[3] = 347; global.flowey_flag[12]++; break; case 1: message[0] = "* ..."; prt[0] = 353; break; } } else if (global.snowdin_flag[13] == 1) { switch (global.flowey_flag[12]) { case 0: message[0] = "* Howdy!"; message[1] = "* Great job, once again!"; message[2] = "* I hate that so many# monsters are ruthlessly# attacking you,"; message[3] = "* But you're handling it# with grace!"; message[4] = "* I'm not sure I trust# this one."; message[5] = "* Lucky for us, she# doesn't seem too put# together."; message[6] = "* We can ditch her as# soon as she messes# something up."; message[7] = "* I'm sure it won't take# long, haha!"; prt[0] = 348; prt[1] = 348; prt[2] = 357; prt[3] = 348; prt[4] = 347; prt[5] = 347; prt[6] = 349; prt[7] = 348; global.flowey_flag[12]++; break; case 1: message[0] = "* Come on, Clover,# Martlet's waiting for# us."; prt[0] = 348; break; } } else if (global.snowdin_flag[13] >= 2) { switch (global.flowey_flag[12]) { case 0: message[0] = "* Howdy!"; message[1] = "* Let's head to the river# up ahead."; message[2] = "* We'll soon be outta# here!"; prt[0] = 348; prt[1] = 348; prt[2] = 348; global.flowey_flag[12]++; break; case 1: message[0] = "* Howdy!"; prt[0] = 348; break; } } } else if (global.kill_number[1] <= 0 && global.kill_number[2] <= 15 && global.flowey_flag[13] == 0) { global.flowey_flag[13] = 1; if (kill_number <= 10) { instance_destroy(); scr_save_flowey_snowdin(); exit; } message[0] = "* Gee, you sure are# livin' on the edge."; message[1] = "* I guess they did attack# you first."; ...
()
2
{
3
    var current_room = room_get_name(room);
4
    global.menu_sprite = 1245;
5
    current_save_number = 1;
6
    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; ...
();
7
    if (global.flowey_save_number < current_save_number)
8
        global.flowey_save_number = current_save_number;
9
    scr_text
scr_text

function 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[2];
14
        if (global.player_can_travel)
15
        {
16
            message[0] = "* Let's get going.";
17
            prt[0] = 348;
18
        }
19
        else if (global.snowdin_flag[13] != 0)
20
        {
21
            if (global.route == 3)
22
            {
23
                switch (global.flowey_flag[12])
24
                {
25
                    case 0:
26
                        message[0] = "* Howdy!";
27
                        message[1] = "* ...";
28
                        message[2] = "* Let's head to the river#  up ahead.";
29
                        message[3] = "* We'll soon be outta#  here.";
30
                        prt[0] = 348;
31
                        prt[1] = 357;
32
                        prt[2] = 348;
33
                        prt[3] = 347;
34
                        global.flowey_flag[12]++;
35
                        break;
36
                    case 1:
37
                        message[0] = "* ...";
38
                        prt[0] = 353;
39
                        break;
40
                }
41
            }
42
            else if (global.snowdin_flag[13] == 1)
43
            {
44
                switch (global.flowey_flag[12])
45
                {
46
                    case 0:
47
                        message[0] = "* Howdy!";
48
                        message[1] = "* Great job, once again!";
49
                        message[2] = "* I hate that so many#  monsters are ruthlessly#  attacking you,";
50
                        message[3] = "* But you're handling it#  with grace!";
51
                        message[4] = "* I'm not sure I trust#  this one.";
52
                        message[5] = "* Lucky for us, she#  doesn't seem too put#  together.";
53
                        message[6] = "* We can ditch her as#  soon as she messes#  something up.";
54
                        message[7] = "* I'm sure it won't take#  long, haha!";
55
                        prt[0] = 348;
56
                        prt[1] = 348;
57
                        prt[2] = 357;
58
                        prt[3] = 348;
59
                        prt[4] = 347;
60
                        prt[5] = 347;
61
                        prt[6] = 349;
62
                        prt[7] = 348;
63
                        global.flowey_flag[12]++;
64
                        break;
65
                    case 1:
66
                        message[0] = "* Come on, Clover,#  Martlet's waiting for#  us.";
67
                        prt[0] = 348;
68
                        break;
69
                }
70
            }
71
            else if (global.snowdin_flag[13] >= 2)
72
            {
73
                switch (global.flowey_flag[12])
74
                {
75
                    case 0:
76
                        message[0] = "* Howdy!";
77
                        message[1] = "* Let's head to the river#  up ahead.";
78
                        message[2] = "* We'll soon be outta#  here!";
79
                        prt[0] = 348;
80
                        prt[1] = 348;
81
                        prt[2] = 348;
82
                        global.flowey_flag[12]++;
83
                        break;
84
                    case 1:
85
                        message[0] = "* Howdy!";
86
                        prt[0] = 348;
87
                        break;
88
                }
89
            }
90
        }
91
        else if (global.kill_number[1] <= 0 && global.kill_number[2] <= 15 && global.flowey_flag[13] == 0)
92
        {
93
            global.flowey_flag[13] = 1;
94
            if (kill_number <= 10)
95
            {
96
                instance_destroy();
97
                scr_save_flowey_snowdin
scr_save_flowey_snowdin

function scr_save_flowey_snowdin() { var current_room = room_get_name(room); global.menu_sprite = 1245; 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; var kill_number = global.kill_number[2]; if (global.player_can_travel) { message[0] = "* Let's get going."; prt[0] = 348; } else if (global.snowdin_flag[13] != 0) { if (global.route == 3) { switch (global.flowey_flag[12]) { case 0: message[0] = "* Howdy!"; message[1] = "* ..."; message[2] = "* Let's head to the river# up ahead."; message[3] = "* We'll soon be outta# here."; prt[0] = 348; prt[1] = 357; prt[2] = 348; prt[3] = 347; global.flowey_flag[12]++; break; case 1: message[0] = "* ..."; prt[0] = 353; break; } } else if (global.snowdin_flag[13] == 1) { switch (global.flowey_flag[12]) { case 0: message[0] = "* Howdy!"; message[1] = "* Great job, once again!"; message[2] = "* I hate that so many# monsters are ruthlessly# attacking you,"; message[3] = "* But you're handling it# with grace!"; message[4] = "* I'm not sure I trust# this one."; message[5] = "* Lucky for us, she# doesn't seem too put# together."; message[6] = "* We can ditch her as# soon as she messes# something up."; message[7] = "* I'm sure it won't take# long, haha!"; prt[0] = 348; prt[1] = 348; prt[2] = 357; prt[3] = 348; prt[4] = 347; prt[5] = 347; prt[6] = 349; prt[7] = 348; global.flowey_flag[12]++; break; case 1: message[0] = "* Come on, Clover,# Martlet's waiting for# us."; prt[0] = 348; break; } } else if (global.snowdin_flag[13] >= 2) { switch (global.flowey_flag[12]) { case 0: message[0] = "* Howdy!"; message[1] = "* Let's head to the river# up ahead."; message[2] = "* We'll soon be outta# here!"; prt[0] = 348; prt[1] = 348; prt[2] = 348; global.flowey_flag[12]++; break; case 1: message[0] = "* Howdy!"; prt[0] = 348; break; } } } else if (global.kill_number[1] <= 0 && global.kill_number[2] <= 15 && global.flowey_flag[13] == 0) { global.flowey_flag[13] = 1; if (kill_number <= 10) { instance_destroy(); scr_save_flowey_snowdin(); exit; } message[0] = "* Gee, you sure are# livin' on the edge."; message[1] = "* I guess they did attack# you first."; ...
();
98
                exit;
99
            }
100
            message[0] = "* Gee, you sure are#  livin' on the edge.";
101
            message[1] = "* I guess they did attack#  you first.";
102
            message[2] = "* Can't get in trouble#  for self defense.";
103
            prt[0] = 357;
104
            prt[1] = 354;
105
            prt[2] = 348;
106
        }
107
        else if (global.kill_number[2] <= 10 && global.flowey_flag[13] == 1)
108
        {
109
            global.flowey_flag[13] = 2;
110
            if (kill_number <= 5)
111
            {
112
                instance_destroy();
113
                scr_save_flowey_snowdin
scr_save_flowey_snowdin

function scr_save_flowey_snowdin() { var current_room = room_get_name(room); global.menu_sprite = 1245; 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; var kill_number = global.kill_number[2]; if (global.player_can_travel) { message[0] = "* Let's get going."; prt[0] = 348; } else if (global.snowdin_flag[13] != 0) { if (global.route == 3) { switch (global.flowey_flag[12]) { case 0: message[0] = "* Howdy!"; message[1] = "* ..."; message[2] = "* Let's head to the river# up ahead."; message[3] = "* We'll soon be outta# here."; prt[0] = 348; prt[1] = 357; prt[2] = 348; prt[3] = 347; global.flowey_flag[12]++; break; case 1: message[0] = "* ..."; prt[0] = 353; break; } } else if (global.snowdin_flag[13] == 1) { switch (global.flowey_flag[12]) { case 0: message[0] = "* Howdy!"; message[1] = "* Great job, once again!"; message[2] = "* I hate that so many# monsters are ruthlessly# attacking you,"; message[3] = "* But you're handling it# with grace!"; message[4] = "* I'm not sure I trust# this one."; message[5] = "* Lucky for us, she# doesn't seem too put# together."; message[6] = "* We can ditch her as# soon as she messes# something up."; message[7] = "* I'm sure it won't take# long, haha!"; prt[0] = 348; prt[1] = 348; prt[2] = 357; prt[3] = 348; prt[4] = 347; prt[5] = 347; prt[6] = 349; prt[7] = 348; global.flowey_flag[12]++; break; case 1: message[0] = "* Come on, Clover,# Martlet's waiting for# us."; prt[0] = 348; break; } } else if (global.snowdin_flag[13] >= 2) { switch (global.flowey_flag[12]) { case 0: message[0] = "* Howdy!"; message[1] = "* Let's head to the river# up ahead."; message[2] = "* We'll soon be outta# here!"; prt[0] = 348; prt[1] = 348; prt[2] = 348; global.flowey_flag[12]++; break; case 1: message[0] = "* Howdy!"; prt[0] = 348; break; } } } else if (global.kill_number[1] <= 0 && global.kill_number[2] <= 15 && global.flowey_flag[13] == 0) { global.flowey_flag[13] = 1; if (kill_number <= 10) { instance_destroy(); scr_save_flowey_snowdin(); exit; } message[0] = "* Gee, you sure are# livin' on the edge."; message[1] = "* I guess they did attack# you first."; ...
();
114
                exit;
115
            }
116
            message[0] = "* Thought I saw some dust#  lyin' around.";
117
            message[1] = "* Might've just been snow.";
118
            message[2] = "* At least, that's what#  everyone else would#  think.";
119
            prt[0] = 348;
120
            prt[1] = 347;
121
            prt[2] = 349;
122
        }
123
        else if (global.kill_number[2] <= 5 && global.flowey_flag[13] == 2)
124
        {
125
            global.flowey_flag[13] = 3;
126
            if (kill_number <= 0)
127
            {
128
                instance_destroy();
129
                scr_save_flowey_snowdin
scr_save_flowey_snowdin

function scr_save_flowey_snowdin() { var current_room = room_get_name(room); global.menu_sprite = 1245; 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; var kill_number = global.kill_number[2]; if (global.player_can_travel) { message[0] = "* Let's get going."; prt[0] = 348; } else if (global.snowdin_flag[13] != 0) { if (global.route == 3) { switch (global.flowey_flag[12]) { case 0: message[0] = "* Howdy!"; message[1] = "* ..."; message[2] = "* Let's head to the river# up ahead."; message[3] = "* We'll soon be outta# here."; prt[0] = 348; prt[1] = 357; prt[2] = 348; prt[3] = 347; global.flowey_flag[12]++; break; case 1: message[0] = "* ..."; prt[0] = 353; break; } } else if (global.snowdin_flag[13] == 1) { switch (global.flowey_flag[12]) { case 0: message[0] = "* Howdy!"; message[1] = "* Great job, once again!"; message[2] = "* I hate that so many# monsters are ruthlessly# attacking you,"; message[3] = "* But you're handling it# with grace!"; message[4] = "* I'm not sure I trust# this one."; message[5] = "* Lucky for us, she# doesn't seem too put# together."; message[6] = "* We can ditch her as# soon as she messes# something up."; message[7] = "* I'm sure it won't take# long, haha!"; prt[0] = 348; prt[1] = 348; prt[2] = 357; prt[3] = 348; prt[4] = 347; prt[5] = 347; prt[6] = 349; prt[7] = 348; global.flowey_flag[12]++; break; case 1: message[0] = "* Come on, Clover,# Martlet's waiting for# us."; prt[0] = 348; break; } } else if (global.snowdin_flag[13] >= 2) { switch (global.flowey_flag[12]) { case 0: message[0] = "* Howdy!"; message[1] = "* Let's head to the river# up ahead."; message[2] = "* We'll soon be outta# here!"; prt[0] = 348; prt[1] = 348; prt[2] = 348; global.flowey_flag[12]++; break; case 1: message[0] = "* Howdy!"; prt[0] = 348; break; } } } else if (global.kill_number[1] <= 0 && global.kill_number[2] <= 15 && global.flowey_flag[13] == 0) { global.flowey_flag[13] = 1; if (kill_number <= 10) { instance_destroy(); scr_save_flowey_snowdin(); exit; } message[0] = "* Gee, you sure are# livin' on the edge."; message[1] = "* I guess they did attack# you first."; ...
();
130
                exit;
131
            }
132
            message[0] = "* Wow, kid! You mean#  business!";
133
            message[1] = "* What's that: Fifteen?#  Sixteen?";
134
            message[2] = "* Very impressive.";
135
            prt[0] = 348;
136
            prt[1] = 348;
137
            prt[2] = 348;
138
        }
139
        else if (global.kill_number[2] <= 0 && global.flowey_flag[13] == 3)
140
        {
141
            message[0] = "* Wow.";
142
            message[1] = "* Same effect.";
143
            message[2] = "* This place went from#  pleasant to eerie real#  quick.";
144
            message[3] = "* That must've been a new#  record or something.";
145
            message[4] = "* On the bright side, you#  won't have to pay for#  coffee anymore!";
146
            prt[0] = 352;
147
            prt[1] = 352;
148
            prt[2] = 353;
149
            prt[3] = 348;
150
            prt[4] = 349;
151
            global.flowey_flag[13] = 4;
152
        }
153
        else if (global.flowey_flag[13] == 4)
154
        {
155
            message[0] = "* Can't tell if it's the#  temperature or the#  atmosphere but wow.";
156
            message[1] = "* Sure is cold.";
157
            message[2] = "* You should get a move#  on.";
158
            prt[0] = 352;
159
            prt[1] = 352;
160
            prt[2] = 352;
161
        }
162
        else if (other.current_save_number < global.flowey_save_number)
163
        {
164
            message[0] = "* What are you doing back#  here? The exit's the#  other way, silly!";
165
            message[1] = "* Let's get going.";
166
            prt[0] = 352;
167
            prt[1] = 348;
168
        }
169
        else
170
        {
171
            switch (current_room)
172
            {
173
                case "rm_snowdin_03_yellow":
174
                    if (global.route == 3)
175
                    {
176
                        switch (global.flowey_flag[7])
177
                        {
178
                            case 0:
179
                                message[0] = "* You been thinking over#  what I said?";
180
                                message[1] = "* Due respect to your#  decision making#  process...";
181
                                message[2] = "* But would you mind#  hurrying it up?";
182
                                message[3] = "* It's cold out here and#  I don't fancy freezing.";
183
                                prt[0] = 348;
184
                                prt[1] = 353;
185
                                prt[2] = 352;
186
                                prt[3] = 352;
187
                                break;
188
                            case 1:
189
                                message[0] = "* Let's move it, kid.";
190
                                message[1] = "* There'll be more time#  to think later.";
191
                                prt[0] = 352;
192
                                prt[1] = 352;
193
                                break;
194
                        }
195
                        exit;
196
                    }
197
                    switch (global.flowey_flag[7])
198
                    {
199
                        case 0:
200
                            message[0] = "* Hey, pal!";
201
                            message[1] = "* What are you wasting#  time here for?";
202
                            message[2] = "* New area a little scary#  for ya?";
203
                            message[3] = "* Come on, you can do it!#  I doubt you'll even#  need a save!";
204
                            message[4] = "* It's just snow, ice,#  monsters, and possible#  risk of frostbite.";
205
                            message[5] = "* Nothin' to it, pal! Now#  get out there!";
206
                            prt[0] = 348;
207
                            prt[1] = 347;
208
                            prt[2] = 349;
209
                            prt[3] = 348;
210
                            prt[4] = 347;
211
                            prt[5] = 348;
212
                            global.flowey_flag[7]++;
213
                            break;
214
                        case 1:
215
                            message[0] = "* The longer you stand#  around talking to me,";
216
                            message[1] = "* The higher that risk of#  frostbite gets.";
217
                            message[2] = "* Now move it!";
218
                            prt[0] = 352;
219
                            prt[1] = 353;
220
                            prt[2] = 351;
221
                            break;
222
                    }
223
                    break;
224
                case "rm_snowdin_08_yellow":
225
                    switch (global.flowey_flag[8])
226
                    {
227
                        case 0:
228
                            message[0] = "* Howdy!";
229
                            message[1] = "* How are you holding up?";
230
                            message[2] = "* Things aren't gettin'#  any easier, huh.";
231
                            message[3] = "* It would be nice to#  walk through here#  without a hassle.";
232
                            message[4] = "* I guess that's not how#  the world works.";
233
                            message[5] = "* That's monsters for ya,#  can never mind their#  own business.";
234
                            message[6] = "* In any case, you're#  doing great!";
235
                            message[7] = "* Keep it up, buddy!";
236
                            prt[0] = 348;
237
                            prt[1] = 348;
238
                            prt[2] = 353;
239
                            prt[3] = 352;
240
                            prt[4] = 348;
241
                            prt[5] = 347;
242
                            prt[6] = 348;
243
                            prt[7] = 348;
244
                            global.flowey_flag[8]++;
245
                            break;
246
                        case 1:
247
                            message[0] = "* Still doing great, pal.";
248
                            message[1] = "* I guess you needed#  extra confirmation?";
249
                            message[2] = "* Don't worry, I meant it#  the first time just as#  much as the second.";
250
                            prt[0] = 348;
251
                            prt[1] = 347;
252
                            prt[2] = 349;
253
                            global.flowey_flag[8]++;
254
                            break;
255
                        case 2:
256
                            message[0] = "* I appreciate you#  wanting me to compliment#  you a third time.";
257
                            message[1] = "* But you don't have to#  lean on me so much for#  emotional support.";
258
                            message[2] = "* You can believe in#  yourself a little too,#  pal.";
259
                            prt[0] = 352;
260
                            prt[1] = 353;
261
                            prt[2] = 348;
262
                            break;
263
                    }
264
                    break;
265
                case "rm_snowdin_12_yellow":
266
                    switch (global.flowey_flag[9])
267
                    {
268
                        case 0:
269
                            message[0] = "* Howdy!";
270
                            message[1] = "* Must say, I didn't#  remember this place#  being so...";
271
                            message[2] = "* You know...";
272
                            message[3] = "* Colorful.";
273
                            message[4] = "* Really can't go two#  seconds without getting#  harrassed around here.";
274
                            message[5] = "* Hasn't anyone heard of#  personal space?";
275
                            message[6] = "* Unless someone can mail#  you to ASGORE, I don't#  see why we need 'em.";
276
                            message[7] = "* Anyway, let's get a#  move on. Time's a#  wastin'.";
277
                            prt[0] = 348;
278
                            prt[1] = 348;
279
                            prt[2] = 347;
280
                            prt[3] = 357;
281
                            prt[4] = 352;
282
                            prt[5] = 353;
283
                            prt[6] = 348;
284
                            prt[7] = 348;
285
                            global.flowey_flag[9]++;
286
                            break;
287
                        case 1:
288
                            message[0] = "* Whatcha waitin' around#  for?";
289
                            message[1] = "* You have a job to do.";
290
                            prt[0] = 348;
291
                            prt[1] = 349;
292
                            global.flowey_flag[9]++;
293
                            break;
294
                        case 2:
295
                            message[0] = "* Look, I get it, you#  wanna be thorough.";
296
                            message[1] = "* Two saves is no better#  than one, kid!";
297
                            message[2] = "* We got places to see,#  warm places most of#  'em.";
298
                            message[3] = "* Let's get going!";
299
                            prt[0] = 352;
300
                            prt[1] = 353;
301
                            prt[2] = 348;
302
                            prt[3] = 348;
303
                            break;
304
                    }
305
                    break;
306
                case "rm_snowdin_14_yellow":
307
                    switch (global.flowey_flag[10])
308
                    {
309
                        case 0:
310
                            message[0] = "* Now THIS is what I'm#  talkin' about!";
311
                            message[1] = "* A perfect place to#  relax and destress.";
312
                            message[2] = "* Well, not perfect, a#  bit crowded for my#  taste.";
313
                            message[3] = "* At least that keeps#  things interesting.";
314
                            prt[0] = 348;
315
                            prt[1] = 347;
316
                            prt[2] = 357;
317
                            prt[3] = 349;
318
                            global.flowey_flag[10]++;
319
                            break;
320
                        case 1:
321
                            message[0] = "* Feel free to slack off#  for a while, kid.";
322
                            message[1] = "* I'll be here checking#  out the hot springs.";
323
                            prt[0] = 347;
324
                            prt[1] = 348;
325
                            break;
326
                    }
327
                    break;
328
                case "rm_snowdin_20_yellow":
329
                    if (global.snowdin_flag[13] == 0)
330
                    {
331
                        switch (global.flowey_flag[11])
332
                        {
333
                            case 0:
334
                                message[0] = "* Howdy!";
335
                                message[1] = "* We're almost out of#  here.";
336
                                message[2] = "* I'm surprised that#  guard never saw you#  nearby, ya know?";
337
                                message[3] = "* Their puzzles sure#  weren't impressive,#  that's for certain.";
338
                                message[4] = "* Knowing that, I#  wouldn't worry if you#  run into them.";
339
                                message[5] = "* Whatever happens, I#  wish you luck!";
340
                                prt[0] = 348;
341
                                prt[1] = 348;
342
                                prt[2] = 347;
343
                                prt[3] = 349;
344
                                prt[4] = 3251;
345
                                prt[5] = 348;
346
                                global.flowey_flag[11]++;
347
                                break;
348
                            case 1:
349
                                message[0] = "* Don't tell me you're#  scared of the Royal#  Guard now.";
350
                                message[1] = "* You saw that lady,#  right? You'll be fine.";
351
                                message[2] = "* Trust me a little, will#  ya?";
352
                                prt[0] = 347;
353
                                prt[1] = 348;
354
                                prt[2] = 3251;
355
                                global.flowey_flag[11]++;
356
                                break;
357
                            case 2:
358
                                message[0] = "* Let's do this already!";
359
                                prt[0] = 348;
360
                                break;
361
                        }
362
                    }
363
                    break;
364
            }
365
        }
366
    }
367
}