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."; message[2] = "* Can't get in trouble# for self defense."; prt[0] = 357; prt[1] = 354; prt[2] = 348; } else if (global.kill_number[2] <= 10 && global.flowey_flag[13] == 1) { global.flowey_flag[13] = 2; if (kill_number <= 5) { instance_destroy(); scr_save_flowey_snowdin(); exit; } message[0] = "* Thought I saw some dust# lyin' around."; message[1] = "* Might've just been snow."; message[2] = "* At least, that's what# everyone else would# think."; prt[0] = 348; prt[1] = 347; prt[2] = 349; } else if (global.kill_number[2] <= 5 && global.flowey_flag[13] == 2) { global.flowey_flag[13] = 3; if (kill_number <= 0) { instance_destroy(); scr_save_flowey_snowdin(); exit; } message[0] = "* Wow, kid! You mean# business!"; message[1] = "* What's that: Fifteen?# Sixteen?"; message[2] = "* Very impressive."; prt[0] = 348; prt[1] = 348; prt[2] = 348; } else if (global.kill_number[2] <= 0 && global.flowey_flag[13] == 3) { message[0] = "* Wow."; message[1] = "* Same effect."; message[2] = "* This place went from# pleasant to eerie real# quick."; message[3] = "* That must've been a new# record or something."; message[4] = "* On the bright side, you# won't have to pay for# coffee anymore!"; prt[0] = 352; prt[1] = 352; prt[2] = 353; prt[3] = 348; prt[4] = 349; global.flowey_flag[13] = 4; } else if (global.flowey_flag[13] == 4) { message[0] = "* Can't tell if it's the# temperature or the# atmosphere but wow."; message[1] = "* Sure is cold."; message[2] = "* You should get a move# on."; prt[0] = 352; prt[1] = 352; prt[2] = 352; } else if (other.current_save_number < global.flowey_save_number) { message[0] = "* What are you doing back# here? The exit's the# other way, silly!"; message[1] = "* Let's get going."; prt[0] = 352; prt[1] = 348; } else { switch (current_room) { case "rm_snowdin_03_yellow": if (global.route == 3) { switch (global.flowey_flag[7]) { case 0: message[0] = "* You been thinking over# what I said?"; message[1] = "* Due respect to your# decision making# process..."; message[2] = "* But would you mind# hurrying it up?"; message[3] = "* It's cold out here and# I don't fancy freezing."; prt[0] = 348; prt[1] = 353; prt[2] = 352; prt[3] = 352; break; case 1: message[0] = "* Let's move it, kid."; message[1] = "* There'll be more time# to think later."; prt[0] = 352; prt[1] = 352; break; } exit; } switch (global.flowey_flag[7]) { case 0: message[0] = "* Hey, pal!"; message[1] = "* What are you wasting# time here for?"; message[2] = "* New area a little scary# for ya?"; message[3] = "* Come on, you can do it!# I doubt you'll even# need a save!"; message[4] = "* It's just snow, ice,# monsters, and possible# risk of frostbite."; message[5] = "* Nothin' to it, pal! Now# get out there!"; prt[0] = 348; prt[1] = 347; prt[2] = 349; prt[3] = 348; prt[4] = 347; prt[5] = 348; global.flowey_flag[7]++; break; case 1: message[0] = "* The longer you stand# around talking to me,"; message[1] = "* The higher that risk of# frostbite gets."; message[2] = "* Now move it!"; prt[0] = 352; prt[1] = 353; prt[2] = 351; break; } break; case "rm_snowdin_08_yellow": switch (global.flowey_flag[8]) { case 0: message[0] = "* Howdy!"; message[1] = "* How are you holding up?"; message[2] = "* Things aren't gettin'# any easier, huh."; message[3] = "* It would be nice to# walk through here# without a hassle."; message[4] = "* I guess that's not how# the world works."; message[5] = "* That's monsters for ya,# can never mind their# own business."; message[6] = "* In any case, you're# doing great!"; message[7] = "* Keep it up, buddy!"; prt[0] = 348; prt[1] = 348; prt[2] = 353; prt[3] = 352; prt[4] = 348; prt[5] = 347; prt[6] = 348; prt[7] = 348; global.flowey_flag[8]++; break; case 1: message[0] = "* Still doing great, pal."; message[1] = "* I guess you needed# extra confirmation?"; message[2] = "* Don't worry, I meant it# the first time just as# much as the second."; prt[0] = 348; prt[1] = 347; prt[2] = 349; global.flowey_flag[8]++; break; case 2: message[0] = "* I appreciate you# wanting me to compliment# you a third time."; message[1] = "* But you don't have to# lean on me so much for# emotional support."; message[2] = "* You can believe in# yourself a little too,# pal."; prt[0] = 352; prt[1] = 353; prt[2] = 348; break; } break; case "rm_snowdin_12_yellow": switch (global.flowey_flag[9]) { case 0: message[0] = "* Howdy!"; message[1] = "* Must say, I didn't# remember this place# being so..."; message[2] = "* You know..."; message[3] = "* Colorful."; message[4] = "* Really can't go two# seconds without getting# harrassed around here."; message[5] = "* Hasn't anyone heard of# personal space?"; message[6] = "* Unless someone can mail# you to ASGORE, I don't# see why we need 'em."; message[7] = "* Anyway, let's get a# move on. Time's a# wastin'."; prt[0] = 348; prt[1] = 348; prt[2] = 347; prt[3] = 357; prt[4] = 352; prt[5] = 353; prt[6] = 348; prt[7] = 348; global.flowey_flag[9]++; break; case 1: message[0] = "* Whatcha waitin' around# for?"; message[1] = "* You have a job to do."; prt[0] = 348; prt[1] = 349; global.flowey_flag[9]++; break; case 2: message[0] = "* Look, I get it, you# wanna be thorough."; message[1] = "* Two saves is no better# than one, kid!"; message[2] = "* We got places to see,# warm places most of# 'em."; message[3] = "* Let's get going!"; prt[0] = 352; prt[1] = 353; prt[2] = 348; prt[3] = 348; break; } break; case "rm_snowdin_14_yellow": switch (global.flowey_flag[10]) { case 0: message[0] = "* Now THIS is what I'm# talkin' about!"; message[1] = "* A perfect place to# relax and destress."; message[2] = "* Well, not perfect, a# bit crowded for my# taste."; message[3] = "* At least that keeps# things interesting."; prt[0] = 348; prt[1] = 347; prt[2] = 357; prt[3] = 349; global.flowey_flag[10]++; break; case 1: message[0] = "* Feel free to slack off# for a while, kid."; message[1] = "* I'll be here checking# out the hot springs."; prt[0] = 347; prt[1] = 348; break; } break; case "rm_snowdin_20_yellow": if (global.snowdin_flag[13] == 0) { switch (global.flowey_flag[11]) { case 0: message[0] = "* Howdy!"; message[1] = "* We're almost out of# here."; message[2] = "* I'm surprised that# guard never saw you# nearby, ya know?"; message[3] = "* Their puzzles sure# weren't impressive,# that's for certain."; message[4] = "* Knowing that, I# wouldn't worry if you# run into them."; message[5] = "* Whatever happens, I# wish you luck!"; prt[0] = 348; prt[1] = 348; prt[2] = 347; prt[3] = 349; prt[4] = 3251; prt[5] = 348; global.flowey_flag[11]++; break; case 1: message[0] = "* Don't tell me you're# scared of the Royal# Guard now."; message[1] = "* You saw that lady,# right? You'll be fine."; message[2] = "* Trust me a little, will# ya?"; prt[0] = 347; prt[1] = 348; prt[2] = 3251; global.flowey_flag[11]++; break; case 2: message[0] = "* Let's do this already!"; prt[0] = 348; break; } } break; } } } }