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scr_savegamescr_savegamefunction scr_savegame() //gml_Script_scr_savegame
{
if file_exists("Save.sav")
file_delete("Save.sav")
ini_open("Save.sav")
var SavedRoom = room_get_name(room)
ini_write_string("Save1", "room", SavedRoom)
ini_write_real("Save1", "pX", obj_pl.x)
ini_write_real("Save1", "pY", obj_pl.y)
ini_write_real("Save1", "dir", obj_pl.direction)
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", global.saveroom)
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)
ini_write_real("FloweyFlags", "savecount", global.save_count)
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)
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