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1
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function scr_save_flowey_snowdinscr_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
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global.menu_sprite = 1245;
|
|
5
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current_save_number = 1;
|
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6
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scr_determine_save_areascr_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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7
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if (global.flowey_save_number < current_save_number)
|
|
8
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global.flowey_save_number = current_save_number;
|
|
9
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scr_textscr_text
function scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} ();
|
|
10
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with (msg)
|
|
11
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{
|
|
12
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sndfnt = 96;
|
|
13
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var kill_number = global.kill_number[2];
|
|
14
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if (global.player_can_travel)
|
|
15
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{
|
|
16
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message[0] = "* Let's get going.";
|
|
17
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prt[0] = 348;
|
|
18
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}
|
|
19
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else if (global.snowdin_flag[13] != 0)
|
|
20
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{
|
|
21
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if (global.route == 3)
|
|
22
|
{
|
|
23
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switch (global.flowey_flag[12])
|
|
24
|
{
|
|
25
|
case 0:
|
|
26
|
message[0] = "* Howdy!";
|
|
27
|
message[1] = "* ...";
|
|
28
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message[2] = "* Let's head to the river# up ahead.";
|
|
29
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message[3] = "* We'll soon be outta# here.";
|
|
30
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prt[0] = 348;
|
|
31
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prt[1] = 357;
|
|
32
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prt[2] = 348;
|
|
33
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prt[3] = 347;
|
|
34
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global.flowey_flag[12]++;
|
|
35
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break;
|
|
36
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case 1:
|
|
37
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message[0] = "* ...";
|
|
38
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prt[0] = 353;
|
|
39
|
break;
|
|
40
|
}
|
|
41
|
}
|
|
42
|
else if (global.snowdin_flag[13] == 1)
|
|
43
|
{
|
|
44
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switch (global.flowey_flag[12])
|
|
45
|
{
|
|
46
|
case 0:
|
|
47
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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
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prt[7] = 348;
|
|
63
|
global.flowey_flag[12]++;
|
|
64
|
break;
|
|
65
|
case 1:
|
|
66
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message[0] = "* Come on, Clover,# Martlet's waiting for# us.";
|
|
67
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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
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prt[0] = 348;
|
|
80
|
prt[1] = 348;
|
|
81
|
prt[2] = 348;
|
|
82
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global.flowey_flag[12]++;
|
|
83
|
break;
|
|
84
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case 1:
|
|
85
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message[0] = "* Howdy!";
|
|
86
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prt[0] = 348;
|
|
87
|
break;
|
|
88
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}
|
|
89
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}
|
|
90
|
}
|
|
91
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else if (global.kill_number[1] <= 0 && global.kill_number[2] <= 15 && global.flowey_flag[13] == 0)
|
|
92
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{
|
|
93
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global.flowey_flag[13] = 1;
|
|
94
|
if (kill_number <= 10)
|
|
95
|
{
|
|
96
|
instance_destroy();
|
|
97
|
scr_save_flowey_snowdinscr_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_snowdinscr_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_snowdinscr_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
|
}
|