1 |
function scr_save_flowey_snowdinscr_save_flowey_snowdinfunction 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_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;
... (); |
7 |
if (global.flowey_save_number < current_save_number) |
8 |
global.flowey_save_number = current_save_number; |
9 |
scr_textscr_textfunction 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_snowdinscr_save_flowey_snowdinfunction 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_snowdinscr_save_flowey_snowdinfunction 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_snowdinscr_save_flowey_snowdinfunction 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 |
} |