1 |
function scr_loadgamescr_loadgamefunction scr_loadgame() //gml_Script_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 = noone
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 (i = 0; i < array_length_1d(global.flag); i++)
global.flag[i] = ini_read_real("Flags", string(i), false)
for (i = 0; i < array_length_1d(global.snowdin_flag); i++)
global.snowdin_flag[i] = ini_read_real("SnowdinFlags", string(i), false)
for (i = 0; i < array_length_1d(global.dunes_flag); i++)
global.dunes_flag[i] = ini_read_real("DunesFlags", string(i), false)
for (i = 0; i < array_length_1d(global.dunes_flag_ext); i++)
global.dunes_flag_ext[i] = ini_read_real("DunesFlagsExt", string(i), false)
for (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 (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 (i = 0; i < array_length_1d(global.item_stock); i++)
global.item_stock[i] = ini_read_real("ItemStock", string(i), false)
for (i = 0; i < array_length_1d(global.hotland_flag); i++)
global.hotland_flag[i] = ini_read_real("HotlandFlags", string(i), false)
for (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 (i = 0; i < array_length_1d(global.extra_flag); i++)
global.extra_flag[i] = ini_read_real("ExtraFlags", string(i), false)
for (i = 0; i < array_length_1d(global.mail_flag); i++)
global.mail_flag[i] = ini_read_real("MailFlags", string(i), false)
for (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 (i = 0; i < array_length(global.fun_event); i++)
global.fun_event[i] = ini_read_real("Fun Events", string(i), 0)
for (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)
... () //gml_Script_scr_loadgame |
2 |
{ |
3 |
if file_exists("Save.sav") |
4 |
{ |
5 |
scr_initializescr_initializefunction scr_initialize() //gml_Script_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(gml_Script_scr_determine_weapon_attack)
global.player_armor_defense = script_execute(gml_Script_scr_determine_armor_defense)
global.player_weapon_modifier_attack = script_execute(gml_Script_scr_determine_weapon_modifier_attack)
global.player_armor_modifier_defense = script_execute(gml_Script_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 (i = 0; i <= 7; i++)
global.kill_area[2][i] = 5
global.kill_number[3] = 20
for (i = 0; i <= 8; i++)
global.kill_area[3][i] = 3
global.kill_number[4] = 20
for (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 = noone |
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 (i = 0; i < array_length_1d(global.flag); i++) |
46 |
global.flag[i] = ini_read_real("Flags", string(i), false) |
47 |
for (i = 0; i < array_length_1d(global.snowdin_flag); i++) |
48 |
global.snowdin_flag[i] = ini_read_real("SnowdinFlags", string(i), false) |
49 |
for (i = 0; i < array_length_1d(global.dunes_flag); i++) |
50 |
global.dunes_flag[i] = ini_read_real("DunesFlags", string(i), false) |
51 |
for (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 (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 (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 (i = 0; i < array_length_1d(global.item_stock); i++) |
71 |
global.item_stock[i] = ini_read_real("ItemStock", string(i), false) |
72 |
for (i = 0; i < array_length_1d(global.hotland_flag); i++) |
73 |
global.hotland_flag[i] = ini_read_real("HotlandFlags", string(i), false) |
74 |
for (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 (i = 0; i < array_length_1d(global.extra_flag); i++) |
79 |
global.extra_flag[i] = ini_read_real("ExtraFlags", string(i), false) |
80 |
for (i = 0; i < array_length_1d(global.mail_flag); i++) |
81 |
global.mail_flag[i] = ini_read_real("MailFlags", string(i), false) |
82 |
for (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 (i = 0; i < array_length(global.fun_event); i++) |
89 |
global.fun_event[i] = ini_read_real("Fun Events", string(i), 0) |
90 |
for (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 (i = 1; i < array_length_1d(global.geno_complete); i++) |
123 |
global.geno_complete[i] = ini_read_real("GenoComplete", i, 0) |
124 |
for (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 |
room_goto(asset_get_index(LoadedRoom)) |
136 |
else if (global.fighting_flowey == 1) |
137 |
{ |
138 |
instance_create_depth((camera_get_view_x(view_camera[0]) + 320), (camera_get_view_y(view_camera[0]) + 120), -99999, obj_flowey_rooftop_big) |
139 |
obj_flowey_rooftop_big.persistent = true |
140 |
obj_flowey_rooftop_big.image_xscale_base *= 2 |
141 |
obj_flowey_rooftop_big.image_yscale_base *= 2 |
142 |
var controller = instance_create_depth(0, 0, -9999, obj_flowey_world_controller) |
143 |
controller.scene = 95 |
144 |
instance_create(0, 0, obj_battle_fade_in_screen) |
145 |
obj_battle_fade_in_screen.persistent = true |
146 |
obj_battle_fade_in_screen.fade_speed = 0.025 |
147 |
room_goto(rm_battle_flowey Flowey - Phase 1 Battle Room) |
148 |
if (!texture_is_ready("BattleHotlandFloweyPhase1")) |
149 |
texture_prefetch("BattleHotlandFloweyPhase1") |
150 |
global.battling_boss = true |
151 |
global.battle_start = true |
152 |
global.sound_carry_overworld = false |
153 |
scr_cutscene_startscr_cutscene_startfunction scr_cutscene_start() //gml_Script_scr_cutscene_start
{
global.cutscene = true
obj_pl.state = gml_Script_scr_frozen_state
obj_pl.image_index = 0
obj_pl.image_speed = 0
} () |
154 |
global.battle_enemy_name = "flowey" |
155 |
obj_pl.image_alpha = 0 |
156 |
} |
157 |
else if (global.fighting_flowey == 2) |
158 |
{ |
159 |
global.flowey_phase_2_noloop = true |
160 |
room_goto(rm_battle_flowey_phase_2 Flowey - Phase 2 Battle Room) |
161 |
if (!texture_is_ready("BattleHotlandFloweyPaper")) |
162 |
texture_prefetch("BattleHotlandFloweyPaper") |
163 |
if (!texture_is_ready("BattleHotlandFloweyGray")) |
164 |
texture_prefetch("BattleHotlandFloweyGray") |
165 |
if (!texture_is_ready("BattleHotlandFloweyClay")) |
166 |
texture_prefetch("BattleHotlandFloweyClay") |
167 |
if (!texture_is_ready("BattleHotlandFloweyMechanical")) |
168 |
texture_prefetch("BattleHotlandFloweyMechanical") |
169 |
if (!texture_is_ready("BattleHotlandFloweyLowpoly")) |
170 |
texture_prefetch("BattleHotlandFloweyLowpoly") |
171 |
if (!texture_is_ready("BattleHotlandFloweyYarn")) |
172 |
texture_prefetch("BattleHotlandFloweyYarn") |
173 |
if (!texture_is_ready("BattleHotlandFloweyOrganic")) |
174 |
texture_prefetch("BattleHotlandFloweyOrganic") |
175 |
global.battling_boss = true |
176 |
global.battle_start = true |
177 |
global.sound_carry_overworld = false |
178 |
global.cutscene = true |
179 |
global.battle_enemy_name = "flowey2" |
180 |
obj_pl.image_alpha = 0 |
181 |
} |
182 |
if (global.party_member != noone && (!instance_exists(global.party_member))) |
183 |
instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, global.party_member) |
184 |
ini_close() |
185 |
if file_exists("Save02.sav") |
186 |
{ |
187 |
ini_open("Save02.sav") |
188 |
global.meta_flowey_fight_count = ini_read_real("00", "01", 0) |
189 |
global.death_count_total = ini_read_real("Deaths", "00", 0) |
190 |
global.death_count[1] = ini_read_real("Deaths", "01", 0) |
191 |
global.death_count[2] = ini_read_real("Deaths", "02", 0) |
192 |
ini_close() |
193 |
} |
194 |
if (global.fun_value == 1) |
195 |
global.fun_swig_name = "Dave" |
196 |
} |
197 |
} |