| 1 | 
        function scr_loadgamescr_loadgamefunction  scr_loadgame()
{
    if (file_exists("Save.sav"))
    {
         scr_initialize();
        ini_open("Save.sav");
        var LoadedRoom = ini_read_string("Save1", "room", "rm_ruins00");
        obj_pl.x = ini_read_real("Save1", "pX", 320);
        obj_pl.y = ini_read_real("Save1", "pY", 320);
        obj_pl.direction = ini_read_real("Save1", "dir", 0);
        obj_controller.steps = ini_read_real("Save1", "SP", 0);
        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", 1);
        global.max_hp_self = ini_read_real("Save1", "MAXHP", 20);
        global.player_weapon = ini_read_string("Save1", "Weapon", "Toy Gun");
        global.fun_value = ini_read_real("Save1", "FUN", 0);
        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");
        global.current_rp_self = ini_read_real("Save1", "RP", 0);
        global.max_rp_self = ini_read_real("Save1", "MAXRP", 0);
        global.player_can_run = ini_read_real("Save1", "playerCanRun", 1);
        global.saved_datetime = date_current_datetime();
        global.elapsed_seconds = ini_read_real("Playtime", "Seconds", 0);
        var _party_member = ini_read_string("Save1", "Follower", "noone");
        if (_party_member == "noone")
            global.party_member = -4;
        else
            global.party_member = asset_get_index(_party_member);
        global.player_has_satchel = ini_read_real("Save1", "Satchel", 0);
        global.player_can_travel = ini_read_real("Save1", "FTravel", 0);
        for (var i = 0; i < array_length_1d(global.ruins_flag); i++)
            global.ruins_flag[i] = ini_read_real("RuinsFlags", string(i), false);
        for (var i = 0; i < array_length_1d(global.flag); i++)
            global.flag[i] = ini_read_real("Flags", string(i), false);
        for (var i = 0; i < array_length_1d(global.snowdin_flag); i++)
            global.snowdin_flag[i] = ini_read_real("SnowdinFlags", string(i), false);
        for (var i = 0; i < array_length_1d(global.dunes_flag); i++)
            global.dunes_flag[i] = ini_read_real("DunesFlags", string(i), false);
        for (var i = 0; i < array_length_1d(global.dunes_flag_ext); i++)
            global.dunes_flag_ext[i] = ini_read_real("DunesFlagsExt", string(i), false);
        for (var i = 0; i < array_length_1d(global.sworks_flag); i++)
            global.sworks_flag[i] = ini_read_real("SworksFlags", string(i), false);
        global.factory_code = ini_read_string("SworksFlags", "code", "0000");
        global.factory_code_3 = ini_read_string("SworksFlags", "code3", "0000");
        var ds_factory_code_2 = ini_read_string("SworksFlags", "code2", "");
        ds_list_read(global.factory_code_2, ds_factory_code_2);
        global.sworks_robot_count = ini_read_real("SworksFlags", "RbCount", 0);
        for (var i = 0; i < global.sworks_robot_count; i++)
        {
            global.sworks_robot_sprite[i] = ini_read_real("RbSprite", string(i), 0);
            global.sworks_robot_x[i] = ini_read_real("RbX", string(i), 0);
            global.sworks_robot_y[i] = ini_read_real("RbY", string(i), 0);
            global.sworks_robot_depth[i] = ini_read_real("RbD", string(i), 0);
            global.sworks_robot_scale[i] = ini_read_real("RbS", string(i), 0);
            global.sworks_robot_angle[i] = ini_read_real("RbA", string(i), 0);
        }
        ds_grid_read(global.sworks_id_grid, ini_read_string("SworksFlags", "sworks_id", ""));
        for (var i = 0; i < array_length_1d(global.item_stock); i++)
            global.item_stock[i] = ini_read_real("ItemStock", string(i), false);
        for (var i = 0; i < array_length_1d(global.hotland_flag); i++)
            global.hotland_flag[i] = ini_read_real("HotlandFlags", string(i), false);
        for (var i = 0; i < array_length_1d(global.flowey_flag); i++)
            global.flowey_flag[i] = ini_read_real("FloweyFlags", string(i), false);
        global.flowey_save_number = ini_read_real("FloweyFlags", "savenumber", 0);
        global.save_count = ini_read_real("FloweyFlags", "savecount", 1);
        for (var i = 0; i < array_length_1d(global.extra_flag); i++)
            global.extra_flag[i] = ini_read_real("ExtraFlags", string(i), false);
        for (var i = 0; i < array_length_1d(global.mail_flag); i++)
            global.mail_flag[i] = ini_read_real("MailFlags", string(i), false);
        for (var i = 0; i < array_length_1d(global.mail_flag); i++)
            global.mail_flag[i] = ini_read_real("MailFlags", string(i), false);
        global.mail_count = ini_read_real("Mail", "1", 0);
        global.mail_pinned = ini_read_real("Mail", "2", 0);
        global.tinypuzzle = ini_read_real("Misc", "01", 5);
        deaths = ini_read_real("Misc", "Deaths", false);
        for (var i = 0; i < array_length(global.fun_event); i++)
            global.fun_event[i] = ini_read_real("Fun Events", string(i), 0);
        for (var i = 1; i <= 8; i++)
            global.item_slot[i] = ini_read_string("Items", "0" + string(i - 1), "Nothing");
        var ds_list_string = ini_read_string("DBox", 0, "0");
        ds_list_read(global.box_slot_list, ds_list_string);
        ds_list_string = ini_read_string("Mail", 0, "0");
        ds_list_read(global.mail_list, ds_list_string);
        ds_list_string = ini_read_string("Mail", "3", "0");
        ds_list_read(global.mail_list_read, ds_list_string);
        ds_list_string = ini_read_string("MailUnclaimed", 0, "0");
        ds_list_read(global.mail_unclaimed_list, ds_list_string);
        var ds_list_encounters = ini_read_string("Encounters", 0, "0");
        ds_list_read(global.encounter_list, ds_list_encounters);
...  ()  | 
    
    
    
        | 2 | 
        { | 
    
    
    
        | 3 | 
            if (file_exists("Save.sav")) | 
    
    
    
        | 4 | 
            { | 
    
    
    
        | 5 | 
                scr_initializescr_initializefunction  scr_initialize()
{
    randomize();
    global.player_level = 1;
    global.current_hp_self = 20;
    global.max_hp_self = 20;
    global.max_hp_boosted = 20;
    global.player_x = 150;
    global.player_y = 140;
    global.player_direction = "down";
    global.player_area = "";
    global.player_area_value = 0;
    global.player_can_run = true;
    global.current_pp_self = 0;
    global.max_pp_self = 99;
    global.current_sp_self = 0;
    global.max_sp_self = 99;
    global.current_rp_self = 0;
    global.max_rp_self = 99;
    global.player_gold = 0;
    global.player_sprites = "normal";
    global.player_name = "Clover";
    global.party_member = -4;
    global.player_attack = 10;
    global.player_defense = 10;
    global.player_speed = 3;
    global.player_invulnerability = 30;
    global.player_exp = 0;
    global.player_weapon = "Toy Gun";
    global.player_armor = "Worn Hat";
    global.player_weapon_modifier = "Rubber Ammo";
    global.player_armor_modifier = "Patch";
    global.player_weapon_attack = script_execute(scr_determine_weapon_attack);
    global.player_armor_defense = script_execute(scr_determine_armor_defense);
    global.player_weapon_modifier_attack = script_execute(scr_determine_weapon_modifier_attack);
    global.player_armor_modifier_defense = script_execute(scr_determine_armor_modifier_defense);
    global.player_has_satchel = false;
    global.player_can_travel = false;
    global.saved_datetime = date_current_datetime();
    global.elapsed_seconds = 0;
    global.last_room_overworld = "rm_ruins_01";
    global.story = 0;
    global.lastroom = 7;
     scr_init_flags_ruins();
     scr_init_flags_snowdin();
     scr_init_flags_dunes();
     scr_init_flags_steamworks();
     scr_init_flags_hotland();
     scr_init_flags_flowey();
    global.flowey_death_pop = 0;
    global.flowey_save_number = 1;
    global.fighting_flowey = 0;
    global.flowey_battle_1_phase = 0;
    global.save_count = 0;
    global.extra_flag[1] = false;
    global.extra_flag[2] = false;
    global.extra_flag[3] = false;
    global.extra_flag[4] = false;
    global.extra_flag[5] = false;
    global.extra_flag[6] = false;
    global.extra_flag[7] = false;
    global.extra_flag[8] = false;
    global.extra_flag[9] = false;
    global.encounter_flag[0] = 0;
    global.route = 2;
    global.kill_number[0] = 9999;
    global.kill_area[0][0] = 9999;
    global.kill_number[1] = 20;
    for (var i = 0; i <= 6; i++)
        global.kill_area[1][i] = 5;
    global.kill_number[2] = 20;
    for (var i = 0; i <= 7; i++)
        global.kill_area[2][i] = 5;
    global.kill_number[3] = 20;
    for (var i = 0; i <= 8; i++)
        global.kill_area[3][i] = 3;
    global.kill_number[4] = 20;
    for (var i = 0; i <= 12; i++)
        global.kill_area[4][i] = 3;
    global.kill_area_current = 0;
    global.flGenoCutscene = 0;
    global.geno_complete[1] = false;
    global.geno_complete[2] = false;
    global.geno_complete[3] = false;
    global.geno_complete[4] = false;
    global.geno_complete[5] = false;
    global.item_stock[0] = 1;
    global.item_stock[1] = 1;
    global.item_stock[2] = 1;
    global.item_stock[3] = 1;
    global.item_stock[4] = 1;
    global.item_stock[5] = 1;
    global.item_stock[6] = 1;
    global.item_stock[7] = 1;
    global.item_stock[8] = 3;
    global.item_stock[9] = 1;
    global.item_stock[10] = 1;
    global.item_stock[11] = 1;
    global.item_stock[12] = 2;
    global.item_stock[13] = 2;
    global.item_stock[14] = 1;
...  ();  | 
    
    
    
        | 6 | 
                ini_open("Save.sav"); | 
    
    
    
        | 7 | 
                var LoadedRoom = ini_read_string("Save1", "room", "rm_ruins00"); | 
    
    
    
        | 8 | 
                obj_pl.x = ini_read_real("Save1", "pX", 320); | 
    
    
    
        | 9 | 
                obj_pl.y = ini_read_real("Save1", "pY", 320); | 
    
    
    
        | 10 | 
                obj_pl.direction = ini_read_real("Save1", "dir", 0); | 
    
    
    
        | 11 | 
                obj_controller.steps = ini_read_real("Save1", "SP", 0); | 
    
    
    
        | 12 | 
                global.player_attack = ini_read_real("Save1", "AT - Primary", 0); | 
    
    
    
        | 13 | 
                global.player_weapon_modifier_attack = ini_read_real("Save1", "AT - Secondary", 0); | 
    
    
    
        | 14 | 
                global.player_defense = ini_read_real("Save1", "DFP", 0); | 
    
    
    
        | 15 | 
                global.player_armor_modifier_defense = ini_read_real("Save1", "DFS", 0); | 
    
    
    
        | 16 | 
                global.player_level = ini_read_real("Save1", "LV", 1); | 
    
    
    
        | 17 | 
                global.player_exp = ini_read_real("Save1", "EXP", 0); | 
    
    
    
        | 18 | 
                global.player_weapon_modifier = ini_read_string("Save1", "Ammo", "Rubber Ammo"); | 
    
    
    
        | 19 | 
                global.player_armor = ini_read_string("Save1", "Armor", "Worn Hat"); | 
    
    
    
        | 20 | 
                global.player_armor_modifier = ini_read_string("Save1", "Accessory", "Patch"); | 
    
    
    
        | 21 | 
                global.player_gold = ini_read_real("Save1", "Gold", 0); | 
    
    
    
        | 22 | 
                global.current_hp_self = ini_read_real("Save1", "HP", 1); | 
    
    
    
        | 23 | 
                global.max_hp_self = ini_read_real("Save1", "MAXHP", 20); | 
    
    
    
        | 24 | 
                global.player_weapon = ini_read_string("Save1", "Weapon", "Toy Gun"); | 
    
    
    
        | 25 | 
                global.fun_value = ini_read_real("Save1", "FUN", 0); | 
    
    
    
        | 26 | 
                global.current_pp_self = ini_read_real("Save1", "PP", 0); | 
    
    
    
        | 27 | 
                global.max_pp_self = ini_read_real("Save1", "MAXPP", 20); | 
    
    
    
        | 28 | 
                global.current_sp_self = ini_read_real("Save1", "SP", 0); | 
    
    
    
        | 29 | 
                global.max_sp_self = ini_read_real("Save1", "MAXSP", 99); | 
    
    
    
        | 30 | 
                global.player_sprites = ini_read_string("Save1", "playerSprite", "normal"); | 
    
    
    
        | 31 | 
                global.current_rp_self = ini_read_real("Save1", "RP", 0); | 
    
    
    
        | 32 | 
                global.max_rp_self = ini_read_real("Save1", "MAXRP", 0); | 
    
    
    
        | 33 | 
                global.player_can_run = ini_read_real("Save1", "playerCanRun", 1); | 
    
    
    
        | 34 | 
                global.saved_datetime = date_current_datetime();  | 
    
    
    
        | 35 | 
                global.elapsed_seconds = ini_read_real("Playtime", "Seconds", 0); | 
    
    
    
        | 36 | 
                var _party_member = ini_read_string("Save1", "Follower", "noone"); | 
    
    
    
        | 37 | 
                if (_party_member == "noone")  | 
    
    
    
        | 38 | 
                    global.party_member = -4;  | 
    
    
    
        | 39 | 
                else  | 
    
    
    
        | 40 | 
                    global.party_member = asset_get_index(_party_member);  | 
    
    
    
        | 41 | 
                global.player_has_satchel = ini_read_real("Save1", "Satchel", 0); | 
    
    
    
        | 42 | 
                global.player_can_travel = ini_read_real("Save1", "FTravel", 0); | 
    
    
    
        | 43 | 
                for (var i = 0; i < array_length_1d(global.ruins_flag); i++)  | 
    
    
    
        | 44 | 
                    global.ruins_flag[i] = ini_read_real("RuinsFlags", string(i), false); | 
    
    
    
        | 45 | 
                for (var i = 0; i < array_length_1d(global.flag); i++)  | 
    
    
    
        | 46 | 
                    global.flag[i] = ini_read_real("Flags", string(i), false); | 
    
    
    
        | 47 | 
                for (var i = 0; i < array_length_1d(global.snowdin_flag); i++)  | 
    
    
    
        | 48 | 
                    global.snowdin_flag[i] = ini_read_real("SnowdinFlags", string(i), false); | 
    
    
    
        | 49 | 
                for (var i = 0; i < array_length_1d(global.dunes_flag); i++)  | 
    
    
    
        | 50 | 
                    global.dunes_flag[i] = ini_read_real("DunesFlags", string(i), false); | 
    
    
    
        | 51 | 
                for (var i = 0; i < array_length_1d(global.dunes_flag_ext); i++)  | 
    
    
    
        | 52 | 
                    global.dunes_flag_ext[i] = ini_read_real("DunesFlagsExt", string(i), false); | 
    
    
    
        | 53 | 
                for (var i = 0; i < array_length_1d(global.sworks_flag); i++)  | 
    
    
    
        | 54 | 
                    global.sworks_flag[i] = ini_read_real("SworksFlags", string(i), false); | 
    
    
    
        | 55 | 
                global.factory_code = ini_read_string("SworksFlags", "code", "0000"); | 
    
    
    
        | 56 | 
                global.factory_code_3 = ini_read_string("SworksFlags", "code3", "0000"); | 
    
    
    
        | 57 | 
                var ds_factory_code_2 = ini_read_string("SworksFlags", "code2", ""); | 
    
    
    
        | 58 | 
                ds_list_read(global.factory_code_2, ds_factory_code_2);  | 
    
    
    
        | 59 | 
                global.sworks_robot_count = ini_read_real("SworksFlags", "RbCount", 0); | 
    
    
    
        | 60 | 
                for (var i = 0; i < global.sworks_robot_count; i++)  | 
    
    
    
        | 61 | 
                { | 
    
    
    
        | 62 | 
                    global.sworks_robot_sprite[i] = ini_read_real("RbSprite", string(i), 0); | 
    
    
    
        | 63 | 
                    global.sworks_robot_x[i] = ini_read_real("RbX", string(i), 0); | 
    
    
    
        | 64 | 
                    global.sworks_robot_y[i] = ini_read_real("RbY", string(i), 0); | 
    
    
    
        | 65 | 
                    global.sworks_robot_depth[i] = ini_read_real("RbD", string(i), 0); | 
    
    
    
        | 66 | 
                    global.sworks_robot_scale[i] = ini_read_real("RbS", string(i), 0); | 
    
    
    
        | 67 | 
                    global.sworks_robot_angle[i] = ini_read_real("RbA", string(i), 0); | 
    
    
    
        | 68 | 
                }  | 
    
    
    
        | 69 | 
                ds_grid_read(global.sworks_id_grid, ini_read_string("SworksFlags", "sworks_id", "")); | 
    
    
    
        | 70 | 
                for (var i = 0; i < array_length_1d(global.item_stock); i++)  | 
    
    
    
        | 71 | 
                    global.item_stock[i] = ini_read_real("ItemStock", string(i), false); | 
    
    
    
        | 72 | 
                for (var i = 0; i < array_length_1d(global.hotland_flag); i++)  | 
    
    
    
        | 73 | 
                    global.hotland_flag[i] = ini_read_real("HotlandFlags", string(i), false); | 
    
    
    
        | 74 | 
                for (var i = 0; i < array_length_1d(global.flowey_flag); i++)  | 
    
    
    
        | 75 | 
                    global.flowey_flag[i] = ini_read_real("FloweyFlags", string(i), false); | 
    
    
    
        | 76 | 
                global.flowey_save_number = ini_read_real("FloweyFlags", "savenumber", 0); | 
    
    
    
        | 77 | 
                global.save_count = ini_read_real("FloweyFlags", "savecount", 1); | 
    
    
    
        | 78 | 
                for (var i = 0; i < array_length_1d(global.extra_flag); i++)  | 
    
    
    
        | 79 | 
                    global.extra_flag[i] = ini_read_real("ExtraFlags", string(i), false); | 
    
    
    
        | 80 | 
                for (var i = 0; i < array_length_1d(global.mail_flag); i++)  | 
    
    
    
        | 81 | 
                    global.mail_flag[i] = ini_read_real("MailFlags", string(i), false); | 
    
    
    
        | 82 | 
                for (var i = 0; i < array_length_1d(global.mail_flag); i++)  | 
    
    
    
        | 83 | 
                    global.mail_flag[i] = ini_read_real("MailFlags", string(i), false); | 
    
    
    
        | 84 | 
                global.mail_count = ini_read_real("Mail", "1", 0); | 
    
    
    
        | 85 | 
                global.mail_pinned = ini_read_real("Mail", "2", 0); | 
    
    
    
        | 86 | 
                global.tinypuzzle = ini_read_real("Misc", "01", 5); | 
    
    
    
        | 87 | 
                deaths = ini_read_real("Misc", "Deaths", false); | 
    
    
    
        | 88 | 
                for (var i = 0; i < array_length(global.fun_event); i++)  | 
    
    
    
        | 89 | 
                    global.fun_event[i] = ini_read_real("Fun Events", string(i), 0); | 
    
    
    
        | 90 | 
                for (var i = 1; i <= 8; i++)  | 
    
    
    
        | 91 | 
                    global.item_slot[i] = ini_read_string("Items", "0" + string(i - 1), "Nothing"); | 
    
    
    
        | 92 | 
                var ds_list_string = ini_read_string("DBox", 0, "0"); | 
    
    
    
        | 93 | 
                ds_list_read(global.box_slot_list, ds_list_string);  | 
    
    
    
        | 94 | 
                ds_list_string = ini_read_string("Mail", 0, "0"); | 
    
    
    
        | 95 | 
                ds_list_read(global.mail_list, ds_list_string);  | 
    
    
    
        | 96 | 
                ds_list_string = ini_read_string("Mail", "3", "0"); | 
    
    
    
        | 97 | 
                ds_list_read(global.mail_list_read, ds_list_string);  | 
    
    
    
        | 98 | 
                ds_list_string = ini_read_string("MailUnclaimed", 0, "0"); | 
    
    
    
        | 99 | 
                ds_list_read(global.mail_unclaimed_list, ds_list_string);  | 
    
    
    
        | 100 | 
                var ds_list_encounters = ini_read_string("Encounters", 0, "0"); | 
    
    
    
        | 101 | 
                ds_list_read(global.encounter_list, ds_list_encounters);  | 
    
    
    
        | 102 | 
                var ds_list_steal = ini_read_string("Steal", 0, "0"); | 
    
    
    
        | 103 | 
                ds_list_read(global.steal_list, ds_list_steal);  | 
    
    
    
        | 104 | 
                var ds_list_fasttravel = ini_read_string("FastTravel", 0, "0"); | 
    
    
    
        | 105 | 
                ds_list_read(global.fast_travel_list, ds_list_fasttravel);  | 
    
    
    
        | 106 | 
                var ds_map_string = ini_read_string("NPCs", "0", "0"); | 
    
    
    
        | 107 | 
                ds_map_read(global.npc_map, ds_map_string);  | 
    
    
    
        | 108 | 
                var ds_talk_map_string = ini_read_string("Talks", "0", "0"); | 
    
    
    
        | 109 | 
                ds_map_read(global.talk_map, ds_map_string);  | 
    
    
    
        | 110 | 
                global.interaction_count_wardrobe = ini_read_real("Misc2", "00", 0); | 
    
    
    
        | 111 | 
                global.interaction_count_broom = ini_read_real("Misc2", "01", 0); | 
    
    
    
        | 112 | 
                global.interaction_count_mini_fridge = ini_read_real("Misc2", "02", 0); | 
    
    
    
        | 113 | 
                global.interaction_count_painting = ini_read_real("Misc2", "03", 0); | 
    
    
    
        | 114 | 
                global.interaction_count_dalvsroom_chest = ini_read_real("Misc2", "04", 0); | 
    
    
    
        | 115 | 
                global.interaction_count_flower_pot = ini_read_real("Misc2", "05", 0); | 
    
    
    
        | 116 | 
                global.interaction_count_doorway_dalvshouse = ini_read_real("Misc2", "06", 0); | 
    
    
    
        | 117 | 
                global.interaction_count_dalvroomhall_door = ini_read_real("Misc2", "07", 0); | 
    
    
    
        | 118 | 
                global.dalv_house_enter_count = ini_read_real("Misc2", "08", 0); | 
    
    
    
        | 119 | 
                global.interaction_count_books = ini_read_real("Misc2", "09", 0); | 
    
    
    
        | 120 | 
                deathText = ini_read_real("Misc2", "10", 0); | 
    
    
    
        | 121 | 
                global.route = ini_read_real("Route", "00", 2); | 
    
    
    
        | 122 | 
                for (var i = 1; i < array_length_1d(global.geno_complete); i++)  | 
    
    
    
        | 123 | 
                    global.geno_complete[i] = ini_read_real("GenoComplete", i, 0); | 
    
    
    
        | 124 | 
                for (var i = 1; i < array_length_1d(global.kill_number); i++)  | 
    
    
    
        | 125 | 
                { | 
    
    
    
        | 126 | 
                    global.kill_number[i] = ini_read_real("Kills", i, 20); | 
    
    
    
        | 127 | 
                    for (var j = 0; j < array_length_2d(global.kill_area, i); j++)  | 
    
    
    
        | 128 | 
                        global.kill_area[i][j] = ini_read_real("Kill Area", string(i) + string(j), 5); | 
    
    
    
        | 129 | 
                }  | 
    
    
    
        | 130 | 
                global.gold_amount_total = ini_read_real("Save1", "gldtrack", 0); | 
    
    
    
        | 131 | 
                global.gold_spent = ini_read_real("Save1", "gldspnttrack", 0); | 
    
    
    
        | 132 | 
                global.hit_tracker = ini_read_real("Save1", "httrack", 0); | 
    
    
    
        | 133 | 
                global.fighting_flowey = ini_read_real("Misc2", "10", 0); | 
    
    
    
        | 134 | 
                if (global.fighting_flowey == 0)  | 
    
    
    
        | 135 | 
                { | 
    
    
    
        | 136 | 
                    room_goto(asset_get_index(LoadedRoom));  | 
    
    
    
        | 137 | 
                }  | 
    
    
    
        | 138 | 
                else if (global.fighting_flowey == 1)  | 
    
    
    
        | 139 | 
                { | 
    
    
    
        | 140 | 
                    instance_create_depth(camera_get_view_x(view_camera[0]) + 320, camera_get_view_y(view_camera[0]) + 120, -99999, obj_flowey_rooftop_big);  | 
    
    
    
        | 141 | 
                    obj_flowey_rooftop_big.persistent = true;  | 
    
    
    
        | 142 | 
                    obj_flowey_rooftop_big.image_xscale_base *= 2;  | 
    
    
    
        | 143 | 
                    obj_flowey_rooftop_big.image_yscale_base *= 2;  | 
    
    
    
        | 144 | 
                    var controller = instance_create_depth(0, 0, -9999, obj_flowey_world_controller);  | 
    
    
    
        | 145 | 
                    controller.scene = 95;  | 
    
    
    
        | 146 | 
                    instance_create(0, 0, obj_battle_fade_in_screen);  | 
    
    
    
        | 147 | 
                    obj_battle_fade_in_screen.persistent = true;  | 
    
    
    
        | 148 | 
                    obj_battle_fade_in_screen.fade_speed = 0.025;  | 
    
    
    
        | 149 | 
                    room_goto(rm_battle_flowey Flowey - Phase 1 Battle Room);  | 
    
    
    
        | 150 | 
                    if (!texture_is_ready("BattleHotlandFloweyPhase1")) | 
    
    
    
        | 151 | 
                        texture_prefetch("BattleHotlandFloweyPhase1"); | 
    
    
    
        | 152 | 
                    global.battling_boss = true;  | 
    
    
    
        | 153 | 
                    global.battle_start = true;  | 
    
    
    
        | 154 | 
                    global.sound_carry_overworld = false;  | 
    
    
    
        | 155 | 
                    scr_cutscene_start();  | 
    
    
    
        | 156 | 
                    global.battle_enemy_name = "flowey";  | 
    
    
    
        | 157 | 
                    obj_pl.image_alpha = 0;  | 
    
    
    
        | 158 | 
                }  | 
    
    
    
        | 159 | 
                else if (global.fighting_flowey == 2)  | 
    
    
    
        | 160 | 
                { | 
    
    
    
        | 161 | 
                    global.flowey_phase_2_noloop = true;  | 
    
    
    
        | 162 | 
                    room_goto(rm_battle_flowey_phase_2 Flowey - Phase 2 Battle Room);  | 
    
    
    
        | 163 | 
                    if (!texture_is_ready("BattleHotlandFloweyPaper")) | 
    
    
    
        | 164 | 
                        texture_prefetch("BattleHotlandFloweyPaper"); | 
    
    
    
        | 165 | 
                    if (!texture_is_ready("BattleHotlandFloweyGray")) | 
    
    
    
        | 166 | 
                        texture_prefetch("BattleHotlandFloweyGray"); | 
    
    
    
        | 167 | 
                    if (!texture_is_ready("BattleHotlandFloweyClay")) | 
    
    
    
        | 168 | 
                        texture_prefetch("BattleHotlandFloweyClay"); | 
    
    
    
        | 169 | 
                    if (!texture_is_ready("BattleHotlandFloweyMechanical")) | 
    
    
    
        | 170 | 
                        texture_prefetch("BattleHotlandFloweyMechanical"); | 
    
    
    
        | 171 | 
                    if (!texture_is_ready("BattleHotlandFloweyLowpoly")) | 
    
    
    
        | 172 | 
                        texture_prefetch("BattleHotlandFloweyLowpoly"); | 
    
    
    
        | 173 | 
                    if (!texture_is_ready("BattleHotlandFloweyYarn")) | 
    
    
    
        | 174 | 
                        texture_prefetch("BattleHotlandFloweyYarn"); | 
    
    
    
        | 175 | 
                    if (!texture_is_ready("BattleHotlandFloweyOrganic")) | 
    
    
    
        | 176 | 
                        texture_prefetch("BattleHotlandFloweyOrganic"); | 
    
    
    
        | 177 | 
                    global.battling_boss = true;  | 
    
    
    
        | 178 | 
                    global.battle_start = true;  | 
    
    
    
        | 179 | 
                    global.sound_carry_overworld = false;  | 
    
    
    
        | 180 | 
                    global.cutscene = true;  | 
    
    
    
        | 181 | 
                    global.battle_enemy_name = "flowey2";  | 
    
    
    
        | 182 | 
                    obj_pl.image_alpha = 0;  | 
    
    
    
        | 183 | 
                }  | 
    
    
    
        | 184 | 
                if (global.party_member != -4 && !instance_exists(global.party_member))  | 
    
    
    
        | 185 | 
                    instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, global.party_member);  | 
    
    
    
        | 186 | 
                ini_close();  | 
    
    
    
        | 187 | 
                if (file_exists("Save02.sav")) | 
    
    
    
        | 188 | 
                { | 
    
    
    
        | 189 | 
                    ini_open("Save02.sav"); | 
    
    
    
        | 190 | 
                    global.meta_flowey_fight_count = ini_read_real("00", "01", 0); | 
    
    
    
        | 191 | 
                    global.death_count_total = ini_read_real("Deaths", "00", 0); | 
    
    
    
        | 192 | 
                    global.death_count[1] = ini_read_real("Deaths", "01", 0); | 
    
    
    
        | 193 | 
                    global.death_count[2] = ini_read_real("Deaths", "02", 0); | 
    
    
    
        | 194 | 
                    ini_close();  | 
    
    
    
        | 195 | 
                }  | 
    
    
    
        | 196 | 
                if (global.fun_value == 1)  | 
    
    
    
        | 197 | 
                    global.fun_swig_name = "Dave";  | 
    
    
    
        | 198 | 
            }  | 
    
    
    
        | 199 | 
        }  |