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function scr_battle_loadscr_battle_loadfunction 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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} |