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gml_GlobalScript_scr_battle_load

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function scr_battle_load
scr_battle_load

function scr_battle_load() { if (file_exists("tempsave.sav")) { ini_open("tempsave.sav"); 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", 20); global.max_hp_self = ini_read_real("Save1", "MAXHP", 20); 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"); if (instance_exists(obj_radio)) obj_radio.bgm = ini_read_real("Save1", "owms", -4); for (var i = 1; i <= 8; i++) global.item_slot[i] = ini_read_string("Items", "0" + string(i - 1), "Nothing"); if (global.battle_enemy_name == "flowey") { if (variable_global_exists(global.flowey_attack_list) && ds_exists(global.flowey_attack_list, ds_type_list)) { ds_list_clear(global.flowey_attack_list); ds_list_clear(global.flowey_stolen_attack_list); ds_list_clear(global.flowey_room_list); } global.flowey_battle_1_phase = ini_read_real("Special", "0", 0); if (global.flowey_battle_1_phase > 1) { global.flowey_attack_list = ds_list_create(); global.flowey_stolen_attack_list = ds_list_create(); global.flowey_room_list = ds_list_create(); var list_string = ini_read_string("Special", "1", ""); ds_list_read(global.flowey_attack_list, list_string); list_string = ini_read_string("Special", "2", ""); ds_list_read(global.flowey_stolen_attack_list, list_string); list_string = ini_read_string("Special", "3", ""); ds_list_read(global.flowey_room_list, list_string); global.flowey_attack_number = ini_read_real("Special", "4", 0); } } ini_close(); } }
()
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{
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    if (file_exists("tempsave.sav"))
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    {
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        ini_open("tempsave.sav");
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        global.player_attack = ini_read_real("Save1", "AT - Primary", 0);
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        global.player_weapon_modifier_attack = ini_read_real("Save1", "AT - Secondary", 0);
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        global.player_defense = ini_read_real("Save1", "DFP", 0);
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        global.player_armor_modifier_defense = ini_read_real("Save1", "DFS", 0);
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        global.player_level = ini_read_real("Save1", "LV", 1);
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        global.player_exp = ini_read_real("Save1", "EXP", 0);
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        global.player_weapon_modifier = ini_read_string("Save1", "Ammo", "Rubber Ammo");
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        global.player_armor = ini_read_string("Save1", "Armor", "Worn Hat");
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        global.player_armor_modifier = ini_read_string("Save1", "Accessory", "Patch");
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        global.player_gold = ini_read_real("Save1", "Gold", 0);
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        global.current_hp_self = ini_read_real("Save1", "HP", 20);
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        global.max_hp_self = ini_read_real("Save1", "MAXHP", 20);
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        global.current_pp_self = ini_read_real("Save1", "PP", 0);
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        global.max_pp_self = ini_read_real("Save1", "MAXPP", 20);
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        global.current_sp_self = ini_read_real("Save1", "SP", 0);
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        global.max_sp_self = ini_read_real("Save1", "MAXSP", 99);
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        global.player_sprites = ini_read_string("Save1", "playerSprite", "normal");
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        if (instance_exists(obj_radio))
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            obj_radio.bgm = ini_read_real("Save1", "owms", -4);
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        for (var i = 1; i <= 8; i++)
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            global.item_slot[i] = ini_read_string("Items", "0" + string(i - 1), "Nothing");
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        if (global.battle_enemy_name == "flowey")
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        {
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            if (variable_global_exists(global.flowey_attack_list) && ds_exists(global.flowey_attack_list, ds_type_list))
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            {
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                ds_list_clear(global.flowey_attack_list);
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                ds_list_clear(global.flowey_stolen_attack_list);
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                ds_list_clear(global.flowey_room_list);
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            }
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            global.flowey_battle_1_phase = ini_read_real("Special", "0", 0);
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            if (global.flowey_battle_1_phase > 1)
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            {
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                global.flowey_attack_list = ds_list_create();
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                global.flowey_stolen_attack_list = ds_list_create();
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                global.flowey_room_list = ds_list_create();
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                var list_string = ini_read_string("Special", "1", "");
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                ds_list_read(global.flowey_attack_list, list_string);
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                list_string = ini_read_string("Special", "2", "");
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                ds_list_read(global.flowey_stolen_attack_list, list_string);
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                list_string = ini_read_string("Special", "3", "");
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                ds_list_read(global.flowey_room_list, list_string);
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                global.flowey_attack_number = ini_read_real("Special", "4", 0);
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            }
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        }
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        ini_close();
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    }
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}