1 |
global.entrance = 19; |
2 |
instance_create(0, 0, obj_persistentfader); |
3 |
if (room == room_water12) |
4 |
room_goto(room_water_bird Waterfall - Duck); |
5 |
if (room == room_water_bird) |
6 |
room_goto(room_water_friendlyhub Waterfall - Quiet Area [SAVE]); |
7 |
if (room == room_tundra_sanshouse) |
8 |
room_goto(room_tundra_town Snowdin - Town [SAVE]); |
9 |
if (room == room_water_blookyard) |
10 |
room_goto(room_water_farm Waterfall - Snail Farm); |
11 |
if (room == room_water_farm) |
12 |
room_goto(room_water_blookyard Waterfall - Twin Ghost houses); |
13 |
if (room == room_water_friendlyhub) |
14 |
room_goto(room_water_bird Waterfall - Duck); |
15 |
if (room == room_water_bird) |
16 |
room_goto(room_water_friendlyhub Waterfall - Quiet Area [SAVE]); |
17 |
if (room == room_water14) |
18 |
room_goto(room_water_statue Waterfall - Rainy Statue); |
19 |
if (room == room_water_statue) |
20 |
room_goto(room_water14 Waterfall - Artifact hub); |
21 |
if (room == room_fire_elevator_r1) |
22 |
room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance); |
23 |
if (room == room_fire_elevator_r2) |
24 |
room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance); |
25 |
if (room == room_fire_elevator_r3) |
26 |
room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance); |
27 |
if (room == room_fire_elevator_l1) |
28 |
room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance); |
29 |
if (room == room_fire_elevator_l2) |
30 |
room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance); |
31 |
if (room == room_fire_elevator_l3) |
32 |
room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance); |
33 |
if (room == room_fire_elevator) |
34 |
{ |
35 |
if (global.flag[398 current_elevator_floor] == 0) |
36 |
room_goto(room_fire_elevator_l1 Hotland - Elevator L1); |
37 |
if (global.flag[398 current_elevator_floor] == 1) |
38 |
room_goto(room_fire_elevator_r1 Hotland - Elevator R1); |
39 |
if (global.flag[398 current_elevator_floor] == 2) |
40 |
room_goto(room_fire_elevator_r2 Hotland - Elevator R2); |
41 |
if (global.flag[398 current_elevator_floor] == 3) |
42 |
room_goto(room_fire_elevator_l2 Hotland - Elevator L2); |
43 |
if (global.flag[398 current_elevator_floor] == 4) |
44 |
room_goto(room_fire_elevator_l3 Hotland - Elevator L3); |
45 |
if (global.flag[398 current_elevator_floor] == 5) |
46 |
room_goto(room_fire_elevator_r3 Hotland - Elevator R3); |
47 |
} |
48 |
if (room == room_fire_core_final) |
49 |
room_goto(room_fire_finalelevator Hotland - Core Final Elevator); |
50 |
if (room == room_castle_elevatorout) |
51 |
room_goto(room_fire_finalelevator Hotland - Core Final Elevator); |
52 |
if (room == room_fire_finalelevator) |
53 |
{ |
54 |
if (global.flag[431 current_final_floor] == 0) |
55 |
room_goto(room_fire_core_final Hotland - Core Mettaton Room); |
56 |
if (global.flag[431 current_final_floor] == 1) |
57 |
room_goto(room_castle_elevatorout Castle Elevator [SAVE]); |
58 |
} |
59 |
if (room == room_castle_finalshoehorn) |
60 |
room_goto(room_castle_throneroom Throne Room [SAVE]); |
61 |
if (room == room_castle_throneroom) |
62 |
room_goto(room_castle_finalshoehorn Throne Entrance [SAVE]); |
63 |
if (room == room_fire_lab1) |
64 |
room_goto(room_fire_labelevator Laboratory Elevator); |
65 |
if (room == room_fire_labelevator) |
66 |
room_goto(room_fire_lab1 Hotland - Laboratory Hub); |
67 |
if (room == room_truelab_hub) |
68 |
room_goto(room_truelab_castle_elevator True Lab - Elevator 2); |
69 |
if (room == room_truelab_castle_elevator) |
70 |
room_goto(room_truelab_hub True Laboratory [SAVE]); |
71 |
if (room == room_ruinsexit) |
72 |
room_goto(room_tundra1 Snowdin - Ruin exit); |
73 |
if (room == room_tundra1) |
74 |
room_goto(room_ruinsexit Toriel's Basement: Flowey); |
75 |
if (room == room_fire_hotellobby) |
76 |
room_goto(room_shop4 Hotland - Burgerpants [Dogchecked]); |
77 |
if (room == room_tundra_sansbasement) |
78 |
room_goto(room_tundra_town Snowdin - Town [SAVE]); |
79 |
if (room == room_tundra_town) |
80 |
room_goto(room_tundra_sansbasement Snowdin Town: Sans's basement [Dogchecked]); |
81 |
if (room == room_castle_precastle) |
82 |
room_goto(room_lastruins_corridor New Home - Elevator); |
83 |
if (room == room_lastruins_corridor) |
84 |
room_goto(room_castle_precastle Castle - Another Elevator); |
85 |
if (room == room_mysteryman) |
86 |
room_goto(room_water_fakehallway Waterfall - Mysteryman hallway [Dogchecked]); |