| 1 |
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();
} () |
| 2 |
{ |
| 3 |
if (file_exists("tempsave.sav")) |
| 4 |
file_delete("tempsave.sav"); |
| 5 |
ini_open("tempsave.sav"); |
| 6 |
ini_write_real("Save1", "HP", global.current_hp_self); |
| 7 |
ini_write_real("Save1", "MAXHP", global.max_hp_self); |
| 8 |
ini_write_real("Save1", "PP", global.current_pp_self); |
| 9 |
ini_write_real("Save1", "MAXPP", global.max_pp_self); |
| 10 |
ini_write_real("Save1", "SP", global.current_sp_self); |
| 11 |
ini_write_real("Save1", "MAXSP", global.max_sp_self); |
| 12 |
ini_write_real("Save1", "AT - Primary", global.player_attack); |
| 13 |
ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack); |
| 14 |
ini_write_real("Save1", "DFP", global.player_defense); |
| 15 |
ini_write_real("Save1", "DFS", global.player_armor_modifier_defense); |
| 16 |
ini_write_real("Save1", "LV", global.player_level); |
| 17 |
ini_write_real("Save1", "EXP", global.player_exp); |
| 18 |
ini_write_real("Save1", "Gold", global.player_gold); |
| 19 |
ini_write_string("Save1", "Armor", global.player_armor); |
| 20 |
ini_write_string("Save1", "Ammo", global.player_weapon_modifier); |
| 21 |
ini_write_string("Save1", "Weapon", global.player_weapon); |
| 22 |
ini_write_string("Save1", "Accessory", global.player_armor_modifier); |
| 23 |
ini_write_string("Save1", "rmName", global.saveroom); |
| 24 |
ini_write_string("Save1", "playerSprite", global.player_sprites); |
| 25 |
ini_write_real("Save1", "ffight", global.fighting_flowey); |
| 26 |
if (instance_exists(obj_radio)) |
| 27 |
ini_write_real("Save1", "owms", obj_radio.bgm); |
| 28 |
var inv1 = global.item_slot[1]; |
| 29 |
ini_write_string("Items", "00", global.item_slot[1]); |
| 30 |
ini_write_string("Items", "01", global.item_slot[2]); |
| 31 |
ini_write_string("Items", "02", global.item_slot[3]); |
| 32 |
ini_write_string("Items", "03", global.item_slot[4]); |
| 33 |
ini_write_string("Items", "04", global.item_slot[5]); |
| 34 |
ini_write_string("Items", "05", global.item_slot[6]); |
| 35 |
ini_write_string("Items", "06", global.item_slot[7]); |
| 36 |
ini_write_string("Items", "07", global.item_slot[8]); |
| 37 |
if (global.battle_enemy_name == "flowey") |
| 38 |
{ |
| 39 |
ini_write_real("Special", "0", global.flowey_battle_1_phase); |
| 40 |
var list_string = ds_list_write(global.flowey_attack_list); |
| 41 |
ini_write_string("Special", "1", list_string); |
| 42 |
list_string = ds_list_write(global.flowey_stolen_attack_list); |
| 43 |
ini_write_string("Special", "2", list_string); |
| 44 |
list_string = ds_list_write(global.flowey_room_list); |
| 45 |
ini_write_string("Special", "3", list_string); |
| 46 |
ini_write_real("Special", "4", global.flowey_attack_number); |
| 47 |
} |
| 48 |
else if (global.battle_enemy_name == "flowey2") |
| 49 |
{ |
| 50 |
for (var i = 0; i < array_length(obj_flowey_battle_final.petal_alive); i++) |
| 51 |
ini_write_real("petal", string(i), obj_flowey_battle_final.petal_alive[i]); |
| 52 |
ini_write_real("petal", "count", obj_flowey_battle_final.petal_count); |
| 53 |
} |
| 54 |
ini_close(); |
| 55 |
} |