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gml_GlobalScript_scr_battle_load

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function scr_battle_load
scr_battle_load

function scr_battle_load() //gml_Script_scr_battle_load { if file_exists("tempsave.sav") { ini_open("tempsave.sav") global.player_attack = ini_read_real("Save1", "AT - Primary", 0) global.player_weapon_modifier_attack = ini_read_real("Save1", "AT - Secondary", 0) global.player_defense = ini_read_real("Save1", "DFP", 0) global.player_armor_modifier_defense = ini_read_real("Save1", "DFS", 0) global.player_level = ini_read_real("Save1", "LV", 1) global.player_exp = ini_read_real("Save1", "EXP", 0) global.player_weapon_modifier = ini_read_string("Save1", "Ammo", "Rubber Ammo") global.player_armor = ini_read_string("Save1", "Armor", "Worn Hat") global.player_armor_modifier = ini_read_string("Save1", "Accessory", "Patch") global.player_gold = ini_read_real("Save1", "Gold", 0) global.current_hp_self = ini_read_real("Save1", "HP", 20) global.max_hp_self = ini_read_real("Save1", "MAXHP", 20) global.current_pp_self = ini_read_real("Save1", "PP", 0) global.max_pp_self = ini_read_real("Save1", "MAXPP", 20) global.current_sp_self = ini_read_real("Save1", "SP", 0) global.max_sp_self = ini_read_real("Save1", "MAXSP", 99) global.player_sprites = ini_read_string("Save1", "playerSprite", "normal") if instance_exists(obj_radio) obj_radio.bgm = ini_read_real("Save1", "owms", -4) for (var i = 1; i <= 8; i++) global.item_slot[i] = ini_read_string("Items", ("0" + (string(i - 1))), "Nothing") if (global.battle_enemy_name == "flowey") { if (variable_global_exists(global.flowey_attack_list) && ds_exists(global.flowey_attack_list, 2)) { ds_list_clear(global.flowey_attack_list) ds_list_clear(global.flowey_stolen_attack_list) ds_list_clear(global.flowey_room_list) } global.flowey_battle_1_phase = ini_read_real("Special", "0", 0) if (global.flowey_battle_1_phase > 1) { global.flowey_attack_list = ds_list_create() global.flowey_stolen_attack_list = ds_list_create() global.flowey_room_list = ds_list_create() var list_string = ini_read_string("Special", "1", "") ds_list_read(global.flowey_attack_list, list_string) list_string = ini_read_string("Special", "2", "") ds_list_read(global.flowey_stolen_attack_list, list_string) list_string = ini_read_string("Special", "3", "") ds_list_read(global.flowey_room_list, list_string) global.flowey_attack_number = ini_read_real("Special", "4", 0) } } ini_close() } }
() //gml_Script_scr_battle_load
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{
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    if file_exists("tempsave.sav")
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    {
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        ini_open("tempsave.sav")
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        global.player_attack = ini_read_real("Save1", "AT - Primary", 0)
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        global.player_weapon_modifier_attack = ini_read_real("Save1", "AT - Secondary", 0)
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        global.player_defense = ini_read_real("Save1", "DFP", 0)
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        global.player_armor_modifier_defense = ini_read_real("Save1", "DFS", 0)
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        global.player_level = ini_read_real("Save1", "LV", 1)
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        global.player_exp = ini_read_real("Save1", "EXP", 0)
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        global.player_weapon_modifier = ini_read_string("Save1", "Ammo", "Rubber Ammo")
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        global.player_armor = ini_read_string("Save1", "Armor", "Worn Hat")
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        global.player_armor_modifier = ini_read_string("Save1", "Accessory", "Patch")
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        global.player_gold = ini_read_real("Save1", "Gold", 0)
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        global.current_hp_self = ini_read_real("Save1", "HP", 20)
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        global.max_hp_self = ini_read_real("Save1", "MAXHP", 20)
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        global.current_pp_self = ini_read_real("Save1", "PP", 0)
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        global.max_pp_self = ini_read_real("Save1", "MAXPP", 20)
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        global.current_sp_self = ini_read_real("Save1", "SP", 0)
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        global.max_sp_self = ini_read_real("Save1", "MAXSP", 99)
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        global.player_sprites = ini_read_string("Save1", "playerSprite", "normal")
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        if instance_exists(obj_radio)
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            obj_radio.bgm = ini_read_real("Save1", "owms", -4)
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        for (var i = 1; i <= 8; i++)
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            global.item_slot[i] = ini_read_string("Items", ("0" + (string(i - 1))), "Nothing")
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        if (global.battle_enemy_name == "flowey")
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        {
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            if (variable_global_exists(global.flowey_attack_list) && ds_exists(global.flowey_attack_list, 2))
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            {
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                ds_list_clear(global.flowey_attack_list)
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                ds_list_clear(global.flowey_stolen_attack_list)
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                ds_list_clear(global.flowey_room_list)
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            }
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            global.flowey_battle_1_phase = ini_read_real("Special", "0", 0)
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            if (global.flowey_battle_1_phase > 1)
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            {
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                global.flowey_attack_list = ds_list_create()
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                global.flowey_stolen_attack_list = ds_list_create()
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                global.flowey_room_list = ds_list_create()
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                var list_string = ini_read_string("Special", "1", "")
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                ds_list_read(global.flowey_attack_list, list_string)
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                list_string = ini_read_string("Special", "2", "")
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                ds_list_read(global.flowey_stolen_attack_list, list_string)
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                list_string = ini_read_string("Special", "3", "")
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                ds_list_read(global.flowey_room_list, list_string)
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                global.flowey_attack_number = ini_read_real("Special", "4", 0)
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            }
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        }
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        ini_close()
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    }
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}