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1
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function scr_savegame_floweyscr_savegame_flowey
function scr_savegame_flowey()
{
ini_open("Save.sav");
ini_write_real("Save1", "pX", obj_pl.x);
ini_write_real("Save1", "pY", obj_pl.y);
ini_write_real("Save1", "dir", obj_pl.direction);
var SavedRoom = room;
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", "RP", global.current_rp_self);
ini_write_real("Save1", "MAXRP", global.max_rp_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", "Weapon", global.player_weapon);
ini_write_string("Save1", "Ammo", global.player_weapon_modifier);
ini_write_string("Save1", "Accessory", global.player_armor_modifier);
ini_write_string("Save1", "rmName", "???");
ini_write_string("Save1", "playerSprite", global.player_sprites);
ini_write_real("Save1", "playerCanRun", global.player_can_run);
if (global.party_member == -4)
ini_write_string("Save1", "Follower", "noone");
else
ini_write_string("Save1", "Follower", object_get_name(global.party_member));
ini_write_real("Save1", "Satchel", global.player_has_satchel);
ini_write_real("Save1", "FTravel", global.player_can_travel);
scr_determine_playtime();
ini_write_real("Playtime", "Seconds", global.elapsed_seconds);
var ds_list_encounters = ds_list_write(global.encounter_list);
ini_write_string("Encounters", "0", ds_list_encounters);
var ds_list_steal = ds_list_write(global.steal_list);
ini_write_string("Steal", "0", ds_list_steal);
var ds_list_fasttravel = ds_list_write(global.fast_travel_list);
ini_write_string("FastTravel", "0", ds_list_fasttravel);
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]);
var ds_list_string = ds_list_write(global.box_slot_list);
ini_write_string("DBox", "0", ds_list_string);
ini_write_real("Misc", "01", global.tinypuzzle);
for (var i = 0; i < array_length_1d(global.ruins_flag); i++)
ini_write_real("RuinsFlags", string(i), global.ruins_flag[i]);
for (var i = 0; i < array_length_1d(global.flag); i++)
ini_write_real("Flags", string(i), global.flag[i]);
for (var i = 0; i < array_length_1d(global.snowdin_flag); i++)
ini_write_real("SnowdinFlags", string(i), global.snowdin_flag[i]);
for (var i = 0; i < array_length_1d(global.dunes_flag); i++)
ini_write_real("DunesFlags", string(i), global.dunes_flag[i]);
for (var i = 0; i < array_length_1d(global.dunes_flag_ext); i++)
ini_write_real("DunesFlagsExt", string(i), global.dunes_flag_ext[i]);
for (var i = 0; i < array_length_1d(global.sworks_flag); i++)
ini_write_real("SworksFlags", string(i), global.sworks_flag[i]);
ini_write_string("SworksFlags", "code", global.factory_code);
ds_list_string = ds_list_write(global.factory_code_2);
ini_write_string("SworksFlags", "code2", ds_list_string);
ini_write_string("SworksFlags", "code3", global.factory_code_3);
ini_write_real("SworksFlags", "RbCount", global.sworks_robot_count);
for (var i = 0; i < global.sworks_robot_count; i++)
{
ini_write_real("RbSprite", string(i), global.sworks_robot_sprite[i]);
ini_write_real("RbX", string(i), global.sworks_robot_x[i]);
ini_write_real("RbY", string(i), global.sworks_robot_y[i]);
ini_write_real("RbD", string(i), global.sworks_robot_depth[i]);
ini_write_real("RbS", string(i), global.sworks_robot_scale[i]);
ini_write_real("RbA", string(i), global.sworks_robot_angle[i]);
}
ini_write_string("SworksFlags", "sworks_id", ds_grid_write(global.sworks_id_grid));
for (var i = 0; i < array_length_1d(global.item_stock); i++)
ini_write_real("ItemStock", string(i), global.item_stock[i]);
for (var i = 0; i < array_length_1d(global.hotland_flag); i++)
ini_write_real("HotlandFlags", string(i), global.hotland_flag[i]);
for (var i = 0; i < array_length_1d(global.flowey_flag); i++)
ini_write_real("FloweyFlags", string(i), global.flowey_flag[i]);
ini_write_real("FloweyFlags", "savenumber", global.flowey_save_number);
for (var i = 0; i < array_length_1d(global.extra_flag); i++)
ini_write_real("ExtraFlags", string(i), global.extra_flag[i]);
for (var i = 0; i < array_length_1d(global.mail_flag); i++)
ini_write_real("MailFlags", string(i), global.mail_flag[i]);
ds_list_string = ds_list_write(global.mail_list);
ini_write_string("Mail", "0", ds_list_string);
ds_list_string = ds_list_write(global.mail_unclaimed_list);
ini_write_string("MailUnclaimed", "0", ds_list_string);
ini_write_real("Mail", "1", global.mail_count);
for (var i = 0; i <= 5; i++)
ini_write_real("Misc", string(i + 2), global.sideNpc[i]);
var ds_map_string = ds_map_write(global.npc_map);
... ()
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2
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{
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3
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ini_open("Save.sav");
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4
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ini_write_real("Save1", "pX", obj_pl.x);
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5
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ini_write_real("Save1", "pY", obj_pl.y);
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6
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ini_write_real("Save1", "dir", obj_pl.direction);
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7
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var SavedRoom = room;
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8
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ini_write_real("Save1", "HP", global.current_hp_self);
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9
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ini_write_real("Save1", "MAXHP", global.max_hp_self);
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10
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ini_write_real("Save1", "PP", global.current_pp_self);
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11
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ini_write_real("Save1", "MAXPP", global.max_pp_self);
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12
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ini_write_real("Save1", "SP", global.current_sp_self);
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13
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ini_write_real("Save1", "MAXSP", global.max_sp_self);
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14
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ini_write_real("Save1", "RP", global.current_rp_self);
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15
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ini_write_real("Save1", "MAXRP", global.max_rp_self);
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16
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ini_write_real("Save1", "AT - Primary", global.player_attack);
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17
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ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack);
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18
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ini_write_real("Save1", "DFP", global.player_defense);
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19
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ini_write_real("Save1", "DFS", global.player_armor_modifier_defense);
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20
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ini_write_real("Save1", "LV", global.player_level);
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21
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ini_write_real("Save1", "EXP", global.player_exp);
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22
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ini_write_real("Save1", "Gold", global.player_gold);
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23
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ini_write_string("Save1", "Armor", global.player_armor);
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24
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ini_write_string("Save1", "Weapon", global.player_weapon);
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25
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ini_write_string("Save1", "Ammo", global.player_weapon_modifier);
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26
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ini_write_string("Save1", "Accessory", global.player_armor_modifier);
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27
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ini_write_string("Save1", "rmName", "???");
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28
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ini_write_string("Save1", "playerSprite", global.player_sprites);
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29
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ini_write_real("Save1", "playerCanRun", global.player_can_run);
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30
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if (global.party_member == -4)
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31
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ini_write_string("Save1", "Follower", "noone");
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32
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else
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33
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ini_write_string("Save1", "Follower", object_get_name(global.party_member));
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34
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ini_write_real("Save1", "Satchel", global.player_has_satchel);
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35
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ini_write_real("Save1", "FTravel", global.player_can_travel);
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36
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scr_determine_playtimescr_determine_playtime
function scr_determine_playtime()
{
var time_new = date_current_datetime();
var time_difference = floor(date_second_span(global.saved_datetime, time_new));
global.elapsed_seconds += time_difference;
global.saved_datetime = time_new;
} ();
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37
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ini_write_real("Playtime", "Seconds", global.elapsed_seconds);
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38
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var ds_list_encounters = ds_list_write(global.encounter_list);
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39
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ini_write_string("Encounters", "0", ds_list_encounters);
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40
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var ds_list_steal = ds_list_write(global.steal_list);
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41
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ini_write_string("Steal", "0", ds_list_steal);
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42
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var ds_list_fasttravel = ds_list_write(global.fast_travel_list);
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43
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ini_write_string("FastTravel", "0", ds_list_fasttravel);
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44
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var inv1 = global.item_slot[1];
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45
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ini_write_string("Items", "00", global.item_slot[1]);
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46
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ini_write_string("Items", "01", global.item_slot[2]);
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47
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ini_write_string("Items", "02", global.item_slot[3]);
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48
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ini_write_string("Items", "03", global.item_slot[4]);
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49
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ini_write_string("Items", "04", global.item_slot[5]);
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50
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ini_write_string("Items", "05", global.item_slot[6]);
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51
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ini_write_string("Items", "06", global.item_slot[7]);
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52
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ini_write_string("Items", "07", global.item_slot[8]);
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53
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var ds_list_string = ds_list_write(global.box_slot_list);
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54
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ini_write_string("DBox", "0", ds_list_string);
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55
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ini_write_real("Misc", "01", global.tinypuzzle);
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56
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for (var i = 0; i < array_length_1d(global.ruins_flag); i++)
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57
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ini_write_real("RuinsFlags", string(i), global.ruins_flag[i]);
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58
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for (var i = 0; i < array_length_1d(global.flag); i++)
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59
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ini_write_real("Flags", string(i), global.flag[i]);
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60
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for (var i = 0; i < array_length_1d(global.snowdin_flag); i++)
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61
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ini_write_real("SnowdinFlags", string(i), global.snowdin_flag[i]);
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62
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for (var i = 0; i < array_length_1d(global.dunes_flag); i++)
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63
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ini_write_real("DunesFlags", string(i), global.dunes_flag[i]);
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64
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for (var i = 0; i < array_length_1d(global.dunes_flag_ext); i++)
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65
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ini_write_real("DunesFlagsExt", string(i), global.dunes_flag_ext[i]);
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66
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for (var i = 0; i < array_length_1d(global.sworks_flag); i++)
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67
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ini_write_real("SworksFlags", string(i), global.sworks_flag[i]);
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68
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ini_write_string("SworksFlags", "code", global.factory_code);
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69
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ds_list_string = ds_list_write(global.factory_code_2);
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70
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ini_write_string("SworksFlags", "code2", ds_list_string);
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71
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ini_write_string("SworksFlags", "code3", global.factory_code_3);
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72
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ini_write_real("SworksFlags", "RbCount", global.sworks_robot_count);
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73
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for (var i = 0; i < global.sworks_robot_count; i++)
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74
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{
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75
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ini_write_real("RbSprite", string(i), global.sworks_robot_sprite[i]);
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76
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ini_write_real("RbX", string(i), global.sworks_robot_x[i]);
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77
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ini_write_real("RbY", string(i), global.sworks_robot_y[i]);
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78
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ini_write_real("RbD", string(i), global.sworks_robot_depth[i]);
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79
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ini_write_real("RbS", string(i), global.sworks_robot_scale[i]);
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80
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ini_write_real("RbA", string(i), global.sworks_robot_angle[i]);
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81
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}
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82
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ini_write_string("SworksFlags", "sworks_id", ds_grid_write(global.sworks_id_grid));
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83
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for (var i = 0; i < array_length_1d(global.item_stock); i++)
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84
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ini_write_real("ItemStock", string(i), global.item_stock[i]);
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85
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for (var i = 0; i < array_length_1d(global.hotland_flag); i++)
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86
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ini_write_real("HotlandFlags", string(i), global.hotland_flag[i]);
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87
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for (var i = 0; i < array_length_1d(global.flowey_flag); i++)
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88
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ini_write_real("FloweyFlags", string(i), global.flowey_flag[i]);
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89
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ini_write_real("FloweyFlags", "savenumber", global.flowey_save_number);
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90
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for (var i = 0; i < array_length_1d(global.extra_flag); i++)
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91
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ini_write_real("ExtraFlags", string(i), global.extra_flag[i]);
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92
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for (var i = 0; i < array_length_1d(global.mail_flag); i++)
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93
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ini_write_real("MailFlags", string(i), global.mail_flag[i]);
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94
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ds_list_string = ds_list_write(global.mail_list);
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95
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ini_write_string("Mail", "0", ds_list_string);
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96
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ds_list_string = ds_list_write(global.mail_unclaimed_list);
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97
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ini_write_string("MailUnclaimed", "0", ds_list_string);
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98
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ini_write_real("Mail", "1", global.mail_count);
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99
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for (var i = 0; i <= 5; i++)
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100
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ini_write_real("Misc", string(i + 2), global.sideNpc[i]);
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101
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var ds_map_string = ds_map_write(global.npc_map);
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102
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ini_write_string("NPCs", "0", ds_map_string);
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103
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var ds_talk_map_string = ds_map_write(global.talk_map);
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104
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ini_write_string("Talks", "0", ds_talk_map_string);
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105
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ini_write_real("Misc2", "00", global.interaction_count_wardrobe);
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106
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ini_write_real("Misc2", "01", global.interaction_count_broom);
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107
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ini_write_real("Misc2", "02", global.interaction_count_mini_fridge);
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108
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ini_write_real("Misc2", "03", global.interaction_count_painting);
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109
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ini_write_real("Misc2", "04", global.interaction_count_dalvsroom_chest);
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110
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ini_write_real("Misc2", "05", global.interaction_count_flower_pot);
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111
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ini_write_real("Misc2", "06", global.interaction_count_doorway_dalvshouse);
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112
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ini_write_real("Misc2", "07", global.interaction_count_dalvroomhall_door);
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113
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ini_write_real("Misc2", "08", global.dalv_house_enter_count);
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114
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ini_write_real("Misc2", "09", global.interaction_count_books);
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115
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ini_write_real("Deaths", "00", global.death_count_total);
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116
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ini_write_real("Deaths", "01", global.death_count[1]);
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117
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ini_write_real("Deaths", "02", global.death_count[2]);
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118
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ini_write_real("Route", "00", global.route);
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119
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for (var i = 1; i < array_length_1d(global.geno_complete); i++)
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120
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ini_write_real("GenoComplete", i, global.geno_complete[i]);
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121
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for (var i = 1; i < array_length_1d(global.kill_number); i++)
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122
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{
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123
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ini_write_real("Kills", i, global.kill_number[i]);
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124
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for (var j = 0; j < array_length_2d(global.kill_area, i); j++)
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125
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ini_write_real("Kill Area", string(i) + string(j), global.kill_area[i][j]);
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126
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}
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127
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ini_write_real("Save1", "FUN", global.fun_value);
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128
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ini_write_string("Save1", "Menu", sprite_get_name(global.menu_sprite));
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129
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if (variable_global_exists("gold_amount_total"))
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130
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ini_write_real("Save1", "gldtrack", global.gold_amount_total);
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131
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if (variable_global_exists("gold_spent"))
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132
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ini_write_real("Save1", "gldspnttrack", global.gold_spent);
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133
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if (variable_global_exists("hit_tracker"))
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134
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ini_write_real("Save1", "httrack", global.hit_tracker);
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135
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if (global.battle_enemy_name == "flowey")
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136
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{
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137
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global.fighting_flowey = 1;
|
|
138
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ini_write_real("Misc2", "10", global.fighting_flowey);
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|
139
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}
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140
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else if (global.battle_enemy_name == "flowey2")
|
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141
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{
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|
142
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global.fighting_flowey = 2;
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143
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ini_write_real("Misc2", "10", global.fighting_flowey);
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144
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}
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145
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ini_close();
|
|
146
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}
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