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gml_GlobalScript_scr_battle_save

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function scr_battle_save
scr_battle_save

function scr_battle_save() { if (file_exists("tempsave.sav")) file_delete("tempsave.sav"); ini_open("tempsave.sav"); 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", "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", "Ammo", global.player_weapon_modifier); ini_write_string("Save1", "Weapon", global.player_weapon); 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", "ffight", global.fighting_flowey); if (instance_exists(obj_radio)) ini_write_real("Save1", "owms", obj_radio.bgm); 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]); if (global.battle_enemy_name == "flowey") { ini_write_real("Special", "0", global.flowey_battle_1_phase); var list_string = ds_list_write(global.flowey_attack_list); ini_write_string("Special", "1", list_string); list_string = ds_list_write(global.flowey_stolen_attack_list); ini_write_string("Special", "2", list_string); list_string = ds_list_write(global.flowey_room_list); ini_write_string("Special", "3", list_string); ini_write_real("Special", "4", global.flowey_attack_number); } else if (global.battle_enemy_name == "flowey2") { for (var i = 0; i < array_length(obj_flowey_battle_final.petal_alive); i++) ini_write_real("petal", string(i), obj_flowey_battle_final.petal_alive[i]); ini_write_real("petal", "count", obj_flowey_battle_final.petal_count); } ini_close(); }
()
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{
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    if (file_exists("tempsave.sav"))
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        file_delete("tempsave.sav");
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    ini_open("tempsave.sav");
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    ini_write_real("Save1", "HP", global.current_hp_self);
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    ini_write_real("Save1", "MAXHP", global.max_hp_self);
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    ini_write_real("Save1", "PP", global.current_pp_self);
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    ini_write_real("Save1", "MAXPP", global.max_pp_self);
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    ini_write_real("Save1", "SP", global.current_sp_self);
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    ini_write_real("Save1", "MAXSP", global.max_sp_self);
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    ini_write_real("Save1", "AT - Primary", global.player_attack);
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    ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack);
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    ini_write_real("Save1", "DFP", global.player_defense);
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    ini_write_real("Save1", "DFS", global.player_armor_modifier_defense);
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    ini_write_real("Save1", "LV", global.player_level);
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    ini_write_real("Save1", "EXP", global.player_exp);
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    ini_write_real("Save1", "Gold", global.player_gold);
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    ini_write_string("Save1", "Armor", global.player_armor);
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    ini_write_string("Save1", "Ammo", global.player_weapon_modifier);
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    ini_write_string("Save1", "Weapon", global.player_weapon);
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    ini_write_string("Save1", "Accessory", global.player_armor_modifier);
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    ini_write_string("Save1", "rmName", global.saveroom);
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    ini_write_string("Save1", "playerSprite", global.player_sprites);
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    ini_write_real("Save1", "ffight", global.fighting_flowey);
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    if (instance_exists(obj_radio))
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        ini_write_real("Save1", "owms", obj_radio.bgm);
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    var inv1 = global.item_slot[1];
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    ini_write_string("Items", "00", global.item_slot[1]);
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    ini_write_string("Items", "01", global.item_slot[2]);
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    ini_write_string("Items", "02", global.item_slot[3]);
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    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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    if (global.battle_enemy_name == "flowey")
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    {
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        ini_write_real("Special", "0", global.flowey_battle_1_phase);
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        var list_string = ds_list_write(global.flowey_attack_list);
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        ini_write_string("Special", "1", list_string);
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        list_string = ds_list_write(global.flowey_stolen_attack_list);
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        ini_write_string("Special", "2", list_string);
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        list_string = ds_list_write(global.flowey_room_list);
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        ini_write_string("Special", "3", list_string);
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        ini_write_real("Special", "4", global.flowey_attack_number);
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    }
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    else if (global.battle_enemy_name == "flowey2")
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    {
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        for (var i = 0; i < array_length(obj_flowey_battle_final.petal_alive); i++)
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            ini_write_real("petal", string(i), obj_flowey_battle_final.petal_alive[i]);
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        ini_write_real("petal", "count", obj_flowey_battle_final.petal_count);
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    }
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    ini_close();
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}