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function scr_battle_savescr_battle_savefunction 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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} |