if (waiter == 1) { scr_text(); if (global.save_count == 0) { with (msg) { if (global.route != 3) { portrait = true; sndfnt = 96; message[0] = "* Howdy!\t"; message[1] = "* I... get the impression# you like to roll solo."; message[2] = "* Ya know, with you never# taking me up on my# \"save\" offer."; message[3] = "* But look, you see those# shattered planks on the# ground?\t"; message[4] = "* I can be a great help# to you in times of# trouble!\t"; message[5] = "* Maybe you have some# trust issues but..."; message[6] = "* You need to get over# that if you want a# fighting chance, okay?"; message[7] = "* See you up ahead,# buddy."; prt[0] = 348; prt[1] = 348; prt[2] = 353; prt[3] = 348; prt[4] = 348; prt[5] = 347; prt[6] = 348; prt[7] = 348; } else { portrait = true; sndfnt = 96; color = true; col_modif[0] = 65535; message[0] = "* Howdy!\t"; message[1] = "* I'm sure you could've# smashed those yourself# but..."; message[2] = "* I can be a help to you# sometimes."; message[3] = "* Like with... saving.# Remember that?"; message_col[3][0] = " saving "; message[4] = "* Maybe you forgot.\t"; message[5] = "* Wait...\t"; message[6] = "* Is this about my vague# threat earlier?"; message[7] = "* I was only kiddin'# around! You know me!\t"; message[8] = "* Oh, well, I suppose you# don't yet."; message[9] = "* Heh, what a pickle...\t"; message[10] = "* All you need to know is# I have your best# interest in mind."; message[11] = "* You're heading down a# dangerous path so...\t"; message[12] = "* Don't forget to save,# alright?"; message[13] = "* Alright."; prt[0] = 348; prt[1] = 347; prt[2] = 348; prt[3] = 3640; prt[4] = 347; prt[5] = 353; prt[6] = 352; prt[7] = 348; prt[8] = 348; prt[9] = 347; prt[10] = 348; prt[11] = 347; prt[12] = 348; prt[13] = 348; } } } else { with (msg) { portrait = true; sndfnt = 96; message[0] = "* Howdy!"; message[1] = "* Were you expecting that?"; message[2] = "* I'm a little more# helpful than you may# have thought."; message[3] = "* Anything you can't do by# yourself is my job."; message[4] = "* Anyway..."; message[5] = "* Great job getting# through here!"; message[6] = "* Boy, am I glad to be on# your side."; message[7] = "* Get ready because we# have a long journey# ahead."; message[8] = "* This is gonna be so much# fun!"; message[9] = "* I'll see you on the# other side, pal!"; prt[0] = 348; prt[1] = 347; prt[2] = 348; prt[3] = 348; prt[4] = 347; prt[5] = 353; prt[6] = 348; prt[7] = 348; prt[8] = 348; prt[9] = 347; } } waiter++; } if (waiter == 2 && !instance_exists(obj_dialogue)) waiter++; if (waiter == 3 && sprite_index != spr_floweyleave) { sprite_index = spr_floweyleave; image_speed = 0.25; image_index = 0; } if (waiter == 4) { global.cutscene = false; waiter = 0; obj_pl.alarm[0] = 1; instance_create(144, 188, obj_dalvExit_blocker); instance_destroy(); } if (instance_exists(obj_dialogue) && obj_dialogue.sndfnt == 96) { if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current])) { image_speed = 0; image_index = 0; } else { image_speed = 0.2; } } if (obj_pl.y < 160 && timer == 0) { global.cutscene = true; obj_pl.image_speed = 0; timer = 1; instance_create(160, 80, obj_flowey_npc_boards_genocide); }