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function scr_battle_savescr_battle_savefunction scr_battle_save() //gml_Script_scr_battle_save
{
if file_exists("tempsave.sav")
file_delete("tempsave.sav")
ini_open("tempsave.sav")
ini_write_real("Save1", "HP", global.current_hp_self)
ini_write_real("Save1", "MAXHP", global.max_hp_self)
ini_write_real("Save1", "PP", global.current_pp_self)
ini_write_real("Save1", "MAXPP", global.max_pp_self)
ini_write_real("Save1", "SP", global.current_sp_self)
ini_write_real("Save1", "MAXSP", global.max_sp_self)
ini_write_real("Save1", "AT - Primary", global.player_attack)
ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack)
ini_write_real("Save1", "DFP", global.player_defense)
ini_write_real("Save1", "DFS", global.player_armor_modifier_defense)
ini_write_real("Save1", "LV", global.player_level)
ini_write_real("Save1", "EXP", global.player_exp)
ini_write_real("Save1", "Gold", global.player_gold)
ini_write_string("Save1", "Armor", global.player_armor)
ini_write_string("Save1", "Ammo", global.player_weapon_modifier)
ini_write_string("Save1", "Weapon", global.player_weapon)
ini_write_string("Save1", "Accessory", global.player_armor_modifier)
ini_write_string("Save1", "rmName", global.saveroom)
ini_write_string("Save1", "playerSprite", global.player_sprites)
ini_write_real("Save1", "ffight", global.fighting_flowey)
if instance_exists(obj_radio)
ini_write_real("Save1", "owms", obj_radio.bgm)
var inv1 = global.item_slot[1]
ini_write_string("Items", "00", global.item_slot[1])
ini_write_string("Items", "01", global.item_slot[2])
ini_write_string("Items", "02", global.item_slot[3])
ini_write_string("Items", "03", global.item_slot[4])
ini_write_string("Items", "04", global.item_slot[5])
ini_write_string("Items", "05", global.item_slot[6])
ini_write_string("Items", "06", global.item_slot[7])
ini_write_string("Items", "07", global.item_slot[8])
if (global.battle_enemy_name == "flowey")
{
ini_write_real("Special", "0", global.flowey_battle_1_phase)
var list_string = ds_list_write(global.flowey_attack_list)
ini_write_string("Special", "1", list_string)
list_string = ds_list_write(global.flowey_stolen_attack_list)
ini_write_string("Special", "2", list_string)
list_string = ds_list_write(global.flowey_room_list)
ini_write_string("Special", "3", list_string)
ini_write_real("Special", "4", global.flowey_attack_number)
}
else if (global.battle_enemy_name == "flowey2")
{
for (var i = 0; i < array_length(obj_flowey_battle_final.petal_alive); i++)
ini_write_real("petal", string(i), obj_flowey_battle_final.petal_alive[i])
ini_write_real("petal", "count", obj_flowey_battle_final.petal_count)
}
ini_close()
} () //gml_Script_scr_battle_save |
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{ |
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if file_exists("tempsave.sav") |
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file_delete("tempsave.sav") |
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ini_open("tempsave.sav") |
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ini_write_real("Save1", "HP", global.current_hp_self) |
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ini_write_real("Save1", "MAXHP", global.max_hp_self) |
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ini_write_real("Save1", "PP", global.current_pp_self) |
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ini_write_real("Save1", "MAXPP", global.max_pp_self) |
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ini_write_real("Save1", "SP", global.current_sp_self) |
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ini_write_real("Save1", "MAXSP", global.max_sp_self) |
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ini_write_real("Save1", "AT - Primary", global.player_attack) |
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ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack) |
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ini_write_real("Save1", "DFP", global.player_defense) |
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ini_write_real("Save1", "DFS", global.player_armor_modifier_defense) |
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ini_write_real("Save1", "LV", global.player_level) |
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ini_write_real("Save1", "EXP", global.player_exp) |
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ini_write_real("Save1", "Gold", global.player_gold) |
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ini_write_string("Save1", "Armor", global.player_armor) |
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ini_write_string("Save1", "Ammo", global.player_weapon_modifier) |
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ini_write_string("Save1", "Weapon", global.player_weapon) |
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ini_write_string("Save1", "Accessory", global.player_armor_modifier) |
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ini_write_string("Save1", "rmName", global.saveroom) |
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ini_write_string("Save1", "playerSprite", global.player_sprites) |
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ini_write_real("Save1", "ffight", global.fighting_flowey) |
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if instance_exists(obj_radio) |
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ini_write_real("Save1", "owms", obj_radio.bgm) |
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var inv1 = global.item_slot[1] |
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ini_write_string("Items", "00", global.item_slot[1]) |
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ini_write_string("Items", "01", global.item_slot[2]) |
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ini_write_string("Items", "02", global.item_slot[3]) |
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ini_write_string("Items", "03", global.item_slot[4]) |
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ini_write_string("Items", "04", global.item_slot[5]) |
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ini_write_string("Items", "05", global.item_slot[6]) |
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ini_write_string("Items", "06", global.item_slot[7]) |
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ini_write_string("Items", "07", global.item_slot[8]) |
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if (global.battle_enemy_name == "flowey") |
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{ |
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ini_write_real("Special", "0", global.flowey_battle_1_phase) |
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var list_string = ds_list_write(global.flowey_attack_list) |
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ini_write_string("Special", "1", list_string) |
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list_string = ds_list_write(global.flowey_stolen_attack_list) |
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ini_write_string("Special", "2", list_string) |
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list_string = ds_list_write(global.flowey_room_list) |
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ini_write_string("Special", "3", list_string) |
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ini_write_real("Special", "4", global.flowey_attack_number) |
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} |
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else if (global.battle_enemy_name == "flowey2") |
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{ |
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for (var i = 0; i < array_length(obj_flowey_battle_final.petal_alive); i++) |
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ini_write_real("petal", string(i), obj_flowey_battle_final.petal_alive[i]) |
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ini_write_real("petal", "count", obj_flowey_battle_final.petal_count) |
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} |
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ini_close() |
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} |