function scr_save_flowey_snowdin() //gml_Script_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] = global.flowey_flag[12] + 1 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] = global.flowey_flag[12] + 1 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] = global.flowey_flag[12] + 1 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() return; } 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() return; } 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() return; } 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 } return; } 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] = global.flowey_flag[7] + 1 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] = global.flowey_flag[8] + 1 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] = global.flowey_flag[8] + 1 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] = global.flowey_flag[9] + 1 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] = global.flowey_flag[9] + 1 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] = global.flowey_flag[10] + 1 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] = global.flowey_flag[11] + 1 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] = global.flowey_flag[11] + 1 break case 2: message[0] = "* Let's do this already!" prt[0] = 348 break } } break } } } }