| 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 |
} |