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function scr_battle_loadscr_battle_loadfunction 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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} |