1 |
function scr_savegame_floweyscr_savegame_floweyfunction scr_savegame_flowey() //gml_Script_scr_savegame_flowey
{
ini_open("Save.sav")
ini_write_real("Save1", "pX", obj_pl.x)
ini_write_real("Save1", "pY", obj_pl.y)
ini_write_real("Save1", "dir", obj_pl.direction)
var SavedRoom = room
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", "RP", global.current_rp_self)
ini_write_real("Save1", "MAXRP", global.max_rp_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", "Weapon", global.player_weapon)
ini_write_string("Save1", "Ammo", global.player_weapon_modifier)
ini_write_string("Save1", "Accessory", global.player_armor_modifier)
ini_write_string("Save1", "rmName", "???")
ini_write_string("Save1", "playerSprite", global.player_sprites)
ini_write_real("Save1", "playerCanRun", global.player_can_run)
if (global.party_member == noone)
ini_write_string("Save1", "Follower", "noone")
else
ini_write_string("Save1", "Follower", object_get_name(global.party_member))
ini_write_real("Save1", "Satchel", global.player_has_satchel)
ini_write_real("Save1", "FTravel", global.player_can_travel)
scr_determine_playtime()
ini_write_real("Playtime", "Seconds", global.elapsed_seconds)
var ds_list_encounters = ds_list_write(global.encounter_list)
ini_write_string("Encounters", "0", ds_list_encounters)
var ds_list_steal = ds_list_write(global.steal_list)
ini_write_string("Steal", "0", ds_list_steal)
var ds_list_fasttravel = ds_list_write(global.fast_travel_list)
ini_write_string("FastTravel", "0", ds_list_fasttravel)
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])
var ds_list_string = ds_list_write(global.box_slot_list)
ini_write_string("DBox", "0", ds_list_string)
ini_write_real("Misc", "01", global.tinypuzzle)
for (var i = 0; i < array_length_1d(global.ruins_flag); i++)
ini_write_real("RuinsFlags", string(i), global.ruins_flag[i])
for (i = 0; i < array_length_1d(global.flag); i++)
ini_write_real("Flags", string(i), global.flag[i])
for (i = 0; i < array_length_1d(global.snowdin_flag); i++)
ini_write_real("SnowdinFlags", string(i), global.snowdin_flag[i])
for (i = 0; i < array_length_1d(global.dunes_flag); i++)
ini_write_real("DunesFlags", string(i), global.dunes_flag[i])
for (i = 0; i < array_length_1d(global.dunes_flag_ext); i++)
ini_write_real("DunesFlagsExt", string(i), global.dunes_flag_ext[i])
for (i = 0; i < array_length_1d(global.sworks_flag); i++)
ini_write_real("SworksFlags", string(i), global.sworks_flag[i])
ini_write_string("SworksFlags", "code", global.factory_code)
ds_list_string = ds_list_write(global.factory_code_2)
ini_write_string("SworksFlags", "code2", ds_list_string)
ini_write_string("SworksFlags", "code3", global.factory_code_3)
ini_write_real("SworksFlags", "RbCount", global.sworks_robot_count)
for (i = 0; i < global.sworks_robot_count; i++)
{
ini_write_real("RbSprite", string(i), global.sworks_robot_sprite[i])
ini_write_real("RbX", string(i), global.sworks_robot_x[i])
ini_write_real("RbY", string(i), global.sworks_robot_y[i])
ini_write_real("RbD", string(i), global.sworks_robot_depth[i])
ini_write_real("RbS", string(i), global.sworks_robot_scale[i])
ini_write_real("RbA", string(i), global.sworks_robot_angle[i])
}
ini_write_string("SworksFlags", "sworks_id", ds_grid_write(global.sworks_id_grid))
for (i = 0; i < array_length_1d(global.item_stock); i++)
ini_write_real("ItemStock", string(i), global.item_stock[i])
for (i = 0; i < array_length_1d(global.hotland_flag); i++)
ini_write_real("HotlandFlags", string(i), global.hotland_flag[i])
for (i = 0; i < array_length_1d(global.flowey_flag); i++)
ini_write_real("FloweyFlags", string(i), global.flowey_flag[i])
ini_write_real("FloweyFlags", "savenumber", global.flowey_save_number)
for (i = 0; i < array_length_1d(global.extra_flag); i++)
ini_write_real("ExtraFlags", string(i), global.extra_flag[i])
for (i = 0; i < array_length_1d(global.mail_flag); i++)
ini_write_real("MailFlags", string(i), global.mail_flag[i])
ds_list_string = ds_list_write(global.mail_list)
ini_write_string("Mail", "0", ds_list_string)
ds_list_string = ds_list_write(global.mail_unclaimed_list)
ini_write_string("MailUnclaimed", "0", ds_list_string)
ini_write_real("Mail", "1", global.mail_count)
for (i = 0; i <= 5; i++)
ini_write_real("Misc", string(i + 2), global.sideNpc[i])
var ds_map_string = ds_map_write(global.npc_map)
... () //gml_Script_scr_savegame_flowey |
2 |
{ |
3 |
ini_open("Save.sav") |
4 |
ini_write_real("Save1", "pX", obj_pl.x) |
5 |
ini_write_real("Save1", "pY", obj_pl.y) |
6 |
ini_write_real("Save1", "dir", obj_pl.direction) |
7 |
var SavedRoom = room |
8 |
ini_write_real("Save1", "HP", global.current_hp_self) |
9 |
ini_write_real("Save1", "MAXHP", global.max_hp_self) |
10 |
ini_write_real("Save1", "PP", global.current_pp_self) |
11 |
ini_write_real("Save1", "MAXPP", global.max_pp_self) |
12 |
ini_write_real("Save1", "SP", global.current_sp_self) |
13 |
ini_write_real("Save1", "MAXSP", global.max_sp_self) |
14 |
ini_write_real("Save1", "RP", global.current_rp_self) |
15 |
ini_write_real("Save1", "MAXRP", global.max_rp_self) |
16 |
ini_write_real("Save1", "AT - Primary", global.player_attack) |
17 |
ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack) |
18 |
ini_write_real("Save1", "DFP", global.player_defense) |
19 |
ini_write_real("Save1", "DFS", global.player_armor_modifier_defense) |
20 |
ini_write_real("Save1", "LV", global.player_level) |
21 |
ini_write_real("Save1", "EXP", global.player_exp) |
22 |
ini_write_real("Save1", "Gold", global.player_gold) |
23 |
ini_write_string("Save1", "Armor", global.player_armor) |
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ini_write_string("Save1", "Weapon", global.player_weapon) |
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ini_write_string("Save1", "Ammo", global.player_weapon_modifier) |
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ini_write_string("Save1", "Accessory", global.player_armor_modifier) |
27 |
ini_write_string("Save1", "rmName", "???") |
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ini_write_string("Save1", "playerSprite", global.player_sprites) |
29 |
ini_write_real("Save1", "playerCanRun", global.player_can_run) |
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if (global.party_member == noone) |
31 |
ini_write_string("Save1", "Follower", "noone") |
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else |
33 |
ini_write_string("Save1", "Follower", object_get_name(global.party_member)) |
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ini_write_real("Save1", "Satchel", global.player_has_satchel) |
35 |
ini_write_real("Save1", "FTravel", global.player_can_travel) |
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scr_determine_playtimescr_determine_playtimefunction scr_determine_playtime() //gml_Script_scr_determine_playtime
{
var time_new = date_current_datetime()
var time_difference = floor(date_second_span(global.saved_datetime, time_new))
global.elapsed_seconds += time_difference
global.saved_datetime = time_new
} () |
37 |
ini_write_real("Playtime", "Seconds", global.elapsed_seconds) |
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var ds_list_encounters = ds_list_write(global.encounter_list) |
39 |
ini_write_string("Encounters", "0", ds_list_encounters) |
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var ds_list_steal = ds_list_write(global.steal_list) |
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ini_write_string("Steal", "0", ds_list_steal) |
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var ds_list_fasttravel = ds_list_write(global.fast_travel_list) |
43 |
ini_write_string("FastTravel", "0", ds_list_fasttravel) |
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var inv1 = global.item_slot[1] |
45 |
ini_write_string("Items", "00", global.item_slot[1]) |
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ini_write_string("Items", "01", global.item_slot[2]) |
47 |
ini_write_string("Items", "02", global.item_slot[3]) |
48 |
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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var ds_list_string = ds_list_write(global.box_slot_list) |
54 |
ini_write_string("DBox", "0", ds_list_string) |
55 |
ini_write_real("Misc", "01", global.tinypuzzle) |
56 |
for (var i = 0; i < array_length_1d(global.ruins_flag); i++) |
57 |
ini_write_real("RuinsFlags", string(i), global.ruins_flag[i]) |
58 |
for (i = 0; i < array_length_1d(global.flag); i++) |
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ini_write_real("Flags", string(i), global.flag[i]) |
60 |
for (i = 0; i < array_length_1d(global.snowdin_flag); i++) |
61 |
ini_write_real("SnowdinFlags", string(i), global.snowdin_flag[i]) |
62 |
for (i = 0; i < array_length_1d(global.dunes_flag); i++) |
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ini_write_real("DunesFlags", string(i), global.dunes_flag[i]) |
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for (i = 0; i < array_length_1d(global.dunes_flag_ext); i++) |
65 |
ini_write_real("DunesFlagsExt", string(i), global.dunes_flag_ext[i]) |
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for (i = 0; i < array_length_1d(global.sworks_flag); i++) |
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ini_write_real("SworksFlags", string(i), global.sworks_flag[i]) |
68 |
ini_write_string("SworksFlags", "code", global.factory_code) |
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ds_list_string = ds_list_write(global.factory_code_2) |
70 |
ini_write_string("SworksFlags", "code2", ds_list_string) |
71 |
ini_write_string("SworksFlags", "code3", global.factory_code_3) |
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ini_write_real("SworksFlags", "RbCount", global.sworks_robot_count) |
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for (i = 0; i < global.sworks_robot_count; i++) |
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{ |
75 |
ini_write_real("RbSprite", string(i), global.sworks_robot_sprite[i]) |
76 |
ini_write_real("RbX", string(i), global.sworks_robot_x[i]) |
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ini_write_real("RbY", string(i), global.sworks_robot_y[i]) |
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ini_write_real("RbD", string(i), global.sworks_robot_depth[i]) |
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ini_write_real("RbS", string(i), global.sworks_robot_scale[i]) |
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ini_write_real("RbA", string(i), global.sworks_robot_angle[i]) |
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} |
82 |
ini_write_string("SworksFlags", "sworks_id", ds_grid_write(global.sworks_id_grid)) |
83 |
for (i = 0; i < array_length_1d(global.item_stock); i++) |
84 |
ini_write_real("ItemStock", string(i), global.item_stock[i]) |
85 |
for (i = 0; i < array_length_1d(global.hotland_flag); i++) |
86 |
ini_write_real("HotlandFlags", string(i), global.hotland_flag[i]) |
87 |
for (i = 0; i < array_length_1d(global.flowey_flag); i++) |
88 |
ini_write_real("FloweyFlags", string(i), global.flowey_flag[i]) |
89 |
ini_write_real("FloweyFlags", "savenumber", global.flowey_save_number) |
90 |
for (i = 0; i < array_length_1d(global.extra_flag); i++) |
91 |
ini_write_real("ExtraFlags", string(i), global.extra_flag[i]) |
92 |
for (i = 0; i < array_length_1d(global.mail_flag); i++) |
93 |
ini_write_real("MailFlags", string(i), global.mail_flag[i]) |
94 |
ds_list_string = ds_list_write(global.mail_list) |
95 |
ini_write_string("Mail", "0", ds_list_string) |
96 |
ds_list_string = ds_list_write(global.mail_unclaimed_list) |
97 |
ini_write_string("MailUnclaimed", "0", ds_list_string) |
98 |
ini_write_real("Mail", "1", global.mail_count) |
99 |
for (i = 0; i <= 5; i++) |
100 |
ini_write_real("Misc", string(i + 2), global.sideNpc[i]) |
101 |
var ds_map_string = ds_map_write(global.npc_map) |
102 |
ini_write_string("NPCs", "0", ds_map_string) |
103 |
var ds_talk_map_string = ds_map_write(global.talk_map) |
104 |
ini_write_string("Talks", "0", ds_talk_map_string) |
105 |
ini_write_real("Misc2", "00", global.interaction_count_wardrobe) |
106 |
ini_write_real("Misc2", "01", global.interaction_count_broom) |
107 |
ini_write_real("Misc2", "02", global.interaction_count_mini_fridge) |
108 |
ini_write_real("Misc2", "03", global.interaction_count_painting) |
109 |
ini_write_real("Misc2", "04", global.interaction_count_dalvsroom_chest) |
110 |
ini_write_real("Misc2", "05", global.interaction_count_flower_pot) |
111 |
ini_write_real("Misc2", "06", global.interaction_count_doorway_dalvshouse) |
112 |
ini_write_real("Misc2", "07", global.interaction_count_dalvroomhall_door) |
113 |
ini_write_real("Misc2", "08", global.dalv_house_enter_count) |
114 |
ini_write_real("Misc2", "09", global.interaction_count_books) |
115 |
ini_write_real("Deaths", "00", global.death_count_total) |
116 |
ini_write_real("Deaths", "01", global.death_count[1]) |
117 |
ini_write_real("Deaths", "02", global.death_count[2]) |
118 |
ini_write_real("Route", "00", global.route) |
119 |
for (i = 1; i < array_length_1d(global.geno_complete); i++) |
120 |
ini_write_real("GenoComplete", i, global.geno_complete[i]) |
121 |
for (i = 1; i < array_length_1d(global.kill_number); i++) |
122 |
{ |
123 |
ini_write_real("Kills", i, global.kill_number[i]) |
124 |
for (var j = 0; j < array_length_2d(global.kill_area, i); j++) |
125 |
ini_write_real("Kill Area", (string(i) + string(j)), global.kill_area[i][j]) |
126 |
} |
127 |
ini_write_real("Save1", "FUN", global.fun_value) |
128 |
ini_write_string("Save1", "Menu", sprite_get_name(global.menu_sprite)) |
129 |
if variable_global_exists("gold_amount_total") |
130 |
ini_write_real("Save1", "gldtrack", global.gold_amount_total) |
131 |
if variable_global_exists("gold_spent") |
132 |
ini_write_real("Save1", "gldspnttrack", global.gold_spent) |
133 |
if variable_global_exists("hit_tracker") |
134 |
ini_write_real("Save1", "httrack", global.hit_tracker) |
135 |
if (global.battle_enemy_name == "flowey") |
136 |
{ |
137 |
global.fighting_flowey = 1 |
138 |
ini_write_real("Misc2", "10", global.fighting_flowey) |
139 |
} |
140 |
else if (global.battle_enemy_name == "flowey2") |
141 |
{ |
142 |
global.fighting_flowey = 2 |
143 |
ini_write_real("Misc2", "10", global.fighting_flowey) |
144 |
} |
145 |
ini_close() |
146 |
} |