// Inicia argumentos
var i, arg;
for (i = 0; i < 5; i += 1;)
{
if argument_count > i
{
arg[i] = argument[i]
}
else
{
arg[i] = -1;
}
};
var file, data, a, b, c, size;
file = working_directory+"/OVER_Data/OVER_Save0"+string(arg[0])+".ini"
size = ds_list_size(global.Player_Party)
if (file_exists(file) = true)
{
file_delete(file)
}
safe_ini_open(file, global.key_pass)
a = floor(random(150))+75
b = floor(random(300))+100
c = floor(random(50))+50
for (i=0; i<size; i+=1)
{
data = (global.Character_Level[ds_list_find_value(global.Player_Party,i)])*(c*i+1)-b
safe_ini_write_real("OVER_Data","A_"+string(i),data) //levels
}
for (i=0; i<size; i+=1)
{
data = (global.Character_Energy[ds_list_find_value(global.Player_Party,i)])*(i*10+1)+150-a
safe_ini_write_real("OVER_Data","B_"+string(i),data) //energy
}
for (i=0; i<size; i+=1)
{
data = (global.Character_Health[ds_list_find_value(global.Player_Party,i)])*(i+(i*25)+1)-c
safe_ini_write_real("OVER_Data","C_"+string(i),data) //health
}
safe_ini_write_real("OVER_Data","D_0",c+42) //random c
data = (global.last_room)*b-c
safe_ini_write_real("OVER_Data","D_1",data) //last room
safe_ini_write_real("OVER_Data","D_2",a+17) // random a
data = (global.Player_x)*(c+5)-b
safe_ini_write_real("OVER_Data","D_3",data) //player x pos
data = (global.Player_y)*(b+2)-a
safe_ini_write_real("OVER_Data","E_0",data) //player y pos
safe_ini_write_real("OVER_Data","E_1",b+24) //random b
data = (global.Minute)*c-a
safe_ini_write_real("OVER_Data","E_2",data) //timer: minute
data = (global.Hour)*b+(a*2)
safe_ini_write_real("OVER_Data","E_3",data) //timber: hour
data = (global.Second)*(a+3)-c
safe_ini_write_real("OVER_Data","F_0",data) //timer: second
data = (global.Area_Name)*c+100
safe_ini_write_real("OVER_Data","F_1",data) //current area
data = (global.Currency[1])*b-(a+c)
safe_ini_write_real("OVER_Data","F_2",data) //magic currency
data = (global.Currency[0])*c+b
safe_ini_write_real("OVER_Data","F_3",data) //money
for (i=0; i<size; i+=1)
{
data = (global.Character_Speed[ds_list_find_value(global.Player_Party,i)])*(i+c)-(i*b)
safe_ini_write_real("OVER_Data","G_"+string(i),data) //character speed
}
for (i=0; i<size; i+=1)
{
data = ((global.Character_Class[ds_list_find_value(global.Player_Party,i)])-b-(i*a))*c
safe_ini_write_real("OVER_Data","H_"+string(i),data) //character current class
}
for (i=0; i<size; i+=1)
{
data = (global.Character_EXP_Current[ds_list_find_value(global.Player_Party,i)])*(i*b-a)
safe_ini_write_real("OVER_Data","I_"+string(i),data) //character current EXP
}
for (i=0; i<size; i+=1)
{
data = (global.Character_EXP_Max[ds_list_find_value(global.Player_Party,i)])*(b+(i*5))
safe_ini_write_real("OVER_Data","J_"+string(i),data) //character EXP max
}
for (i=0; i<size; i+=1)
{
data = (global.Item_Slot[ds_list_find_value(global.Player_Party,i),0])*(i*b+c-50)
safe_ini_write_real("OVER_Data","K_"+string(i),data) //Helm
}
for (i=0; i<size; i+=1)
{
data = (global.Item_Slot[ds_list_find_value(global.Player_Party,i),1])*b+(c*i)
safe_ini_write_real("OVER_Data","L_"+string(i),data) //Chest
}
for (i=0; i<size; i+=1)
{
data = (global.Item_Slot[ds_list_find_value(global.Player_Party,i),2])*(c+25*i)
safe_ini_write_real("OVER_Data","M_"+string(i),data) //Weapon
}
for (i=0; i<size; i+=1)
{
data = (global.Item_Slot[ds_list_find_value(global.Player_Party,i),3])+c*(i*b-a)
safe_ini_write_real("OVER_Data","N_"+string(i),data) //Accessory
}
for (i=0; i<size; i+=1)
{
data = (global.Item_Slot[ds_list_find_value(global.Player_Party,i),4])-c*(i*2+10)
safe_ini_write_real("OVER_Data","O_"+string(i),data) //Special
}
for (i=0; i<size; i+=1)
{
data = (global.Character_Rune_Slot[ds_list_find_value(global.Player_Party,i),0])*((i*b)+17)
safe_ini_write_real("OVER_Data","P_"+string(i),data) //Rune 1
}
for (i=0; i<size; i+=1)
{
data = (global.Character_Rune_Slot[ds_list_find_value(global.Player_Party,i),1])-b*(i*7+1)
safe_ini_write_real("OVER_Data","Q_"+string(i),data) //Rune 2
}
for (i=0; i<size; i+=1)
{
data = (global.Character_Rune_Slot[ds_list_find_value(global.Player_Party,i),2])+43*(b*i+23)
safe_ini_write_real("OVER_Data","R_"+string(i),data) //Rune 3
}
for (i=0; i<ds_list_size(global.Player_Iventory); i+=1)
{
data = (ds_list_find_value(global.Player_Iventory,i))*(i*b-c)
safe_ini_write_real("OVER_Data","S_"+string(i),data) //ITEMS - for inventory order
}
data = (global.Total_Items)*c+b
safe_ini_write_real("OVER_Data","T_0",data) //total ITEMS in game as of this version
data = (global.Total_Creatures)*b-(c*21)
safe_ini_write_real("OVER_Data","T_1",data) //total CREATURES in game as of this version
data = (global.Total_Classes)*a-c
safe_ini_write_real("OVER_Data","T_2",data) //total CLASSES in game as of this version
data = (global.total_switches)*17+c
safe_ini_write_real("OVER_Data","T_3",data) //total SWITCHES in game as of this version
data = (ds_list_size(global.Player_Party))*c-b
safe_ini_write_real("OVER_Data","T_4",data) //total PARTY MEMBERS with the player
data = (ds_list_size(global.Player_Iventory))*a+b
safe_ini_write_real("OVER_Data","T_5",data) //size of Player's inventory
data = (global.Save_Disabled)*b+c
safe_ini_write_real("OVER_Data","T_6",data) //player can save the game or not in the current room
data = string_length(global.Character_Name[0])-(a-b)
safe_ini_write_real("OVER_Data","T_7",data) //player name length
for (i=0; i<ds_list_size(global.Player_Iventory); i+=1)
{
data = (global.Item_Quan[ds_list_find_value(global.Player_Iventory,i)])*(i+c)-b
safe_ini_write_real("OVER_Data","U_"+string(i),data) //ITEM quantities
}
for (i=0; i<global.Total_Creatures; i+=1)
{
data = (global.Creature_Seen[i])*c-(b*i+3)
safe_ini_write_real("OVER_Data","V_"+string(i),data) //CREATURES SEEN LIST
}
for (i=0; i<size; i+=1)
{
data = (ds_list_find_value(global.Player_Party,i))*b-c+(i*5)
safe_ini_write_real("OVER_Data","W_"+string(i),data) //CHARACTER PARTY POSES YO
}
if (ds_list_size(global.Player_Party) > 0)
{
for (i=0; i<global.Total_Classes; i+=1)
{
data = (global.Character_Class_Level[ds_list_find_value(global.Player_Party,0),i])*(i+c)
safe_ini_write_real("OVER_Data","X_"+string(i),data) //CLASS LEVELS
}
}
if (ds_list_size(global.Player_Party) > 1)
{
for (i=0; i<global.Total_Classes; i+=1)
{
data = (global.Character_Class_Level[ds_list_find_value(global.Player_Party,1),i])*((i+1)-b)
safe_ini_write_real("OVER_Data","Y_"+string(i),data) //CLASS LEVELS
}
}
if (ds_list_size(global.Player_Party) > 2)
{
for (i=0; i<global.Total_Classes; i+=1)
{
data = (global.Character_Class_Level[ds_list_find_value(global.Player_Party,2),i])*(i+b)
safe_ini_write_real("OVER_Data","Z_"+string(i),data) //CLASS LEVELS
}
}
if (ds_list_size(global.Player_Party) > 3)
{
for (i=0; i<global.Total_Classes; i+=1)
{
data = (global.Character_Class_Level[ds_list_find_value(global.Player_Party,3),i])*(b+(i*3))
safe_ini_write_real("OVER_Data","AA_"+string(i),data) //CLASS LEVELS
}
}
if (ds_list_size(global.Player_Party) > 0)
{
for (i=0; i<global.Total_Classes; i+=1)
{
data = (global.Character_Class_EXP[ds_list_find_value(global.Player_Party,0),i])*(10+(i*b))
safe_ini_write_real("OVER_Data","BB_"+string(i),data) //CLASS LEVELS
}
}
if (ds_list_size(global.Player_Party) > 1)
{
for (i=0; i<global.Total_Classes; i+=1)
{
data = (global.Character_Class_EXP[ds_list_find_value(global.Player_Party,1),i])*(b+(i*c)-a)
safe_ini_write_real("OVER_Data","CC_"+string(i),data) //CLASS LEVELS
}
}
if (ds_list_size(global.Player_Party) > 2)
{
for (i=0; i<global.Total_Classes; i+=1)
{
data = (global.Character_Class_EXP[ds_list_find_value(global.Player_Party,2),i])*b-(i*3)
safe_ini_write_real("OVER_Data","DD_"+string(i),data) //CLASS LEVELS
}
}
if (ds_list_size(global.Player_Party) > 3)
{
for (i=0; i<global.Total_Classes; i+=1)
{
data = (global.Character_Class_EXP[ds_list_find_value(global.Player_Party,3),i])*(i+b-a)
safe_ini_write_real("OVER_Data","OVER_"+string(i),data) //CLASS LEVELS
}
}
//SKILL INICIO
for (i=0; i<size; i+=1)
{
data = (ds_list_size(global.Character_Skills[ds_list_find_value(global.Player_Party,i)]))*(i+(i*b)+1)
safe_ini_write_real("OVER_Data","FF_"+string(i),data) //CHARACTER SKILL LIST SIZES
}
if (ds_list_size(global.Player_Party) > 0)
{
for (i=0; i<ds_list_size(global.Character_Skills[ds_list_find_value(global.Player_Party,0)]); i+=1)
{
data = (ds_list_find_value(global.Character_Skills[ds_list_find_value(global.Player_Party,0)],i))*((i+c)*b-31)
safe_ini_write_real("OVER_Data","GG_"+string(i),data) //CHARACTER SKILL LIST
}
}
if (ds_list_size(global.Player_Party) > 1)
{
for (i=0; i<ds_list_size(global.Character_Skills[ds_list_find_value(global.Player_Party,1)]); i+=1)
{
data = (ds_list_find_value(global.Character_Skills[ds_list_find_value(global.Player_Party,1)],i))*(b+(c+i))
safe_ini_write_real("OVER_Data","HH_"+string(i),data) //CHARACTER SKILL LIST
}
}
if (ds_list_size(global.Player_Party) > 2)
{
for (i=0; i<ds_list_size(global.Character_Skills[ds_list_find_value(global.Player_Party,2)]); i+=1)
{
data = (ds_list_find_value(global.Character_Skills[ds_list_find_value(global.Player_Party,2)],i))*b+((i+1)*c)
safe_ini_write_real("OVER_Data","II_"+string(i),data) //CHARACTER SKILL LIST
}
}
if (ds_list_size(global.Player_Party) > 3)
{
for (i=0; i<ds_list_size(global.Character_Skills[ds_list_find_value(global.Player_Party,3)]); i+=1)
{
data = (ds_list_find_value(global.Character_Skills[ds_list_find_value(global.Player_Party,3)],i))*((i*a)-b)
safe_ini_write_real("OVER_Data","JJ_"+string(i),data) //CHARACTER SKILL LIST
}
}
// SKILL FIM
//SITUATION INICIO
for (i=0; i<size; i+=1)
{
data = (ds_list_size(global.Character_Situation[ds_list_find_value(global.Player_Party,i)]))*(i+(i*b)+1)
safe_ini_write_real("OVER_Data","FFS_"+string(i),data) //CHARACTER SITUATION LIST SIZES
}
if (ds_list_size(global.Player_Party) > 0)
{
for (i=0; i<ds_list_size(global.Character_Situation[ds_list_find_value(global.Player_Party,0)]); i+=1)
{
data = (ds_list_find_value(global.Character_Situation[ds_list_find_value(global.Player_Party,0)],i))*((i+c)*b-31)
safe_ini_write_real("OVER_Data","GGS_"+string(i),data) //CHARACTER SITUATION LIST
}
}
if (ds_list_size(global.Player_Party) > 1)
{
for (i=0; i<ds_list_size(global.Character_Situation[ds_list_find_value(global.Player_Party,1)]); i+=1)
{
data = (ds_list_find_value(global.Character_Situation[ds_list_find_value(global.Player_Party,1)],i))*(b+(c+i))
safe_ini_write_real("OVER_Data","HHS_"+string(i),data) //CHARACTER SITUATION LIST
}
}
if (ds_list_size(global.Player_Party) > 2)
{
for (i=0; i<ds_list_size(global.Character_Situation[ds_list_find_value(global.Player_Party,2)]); i+=1)
{
data = (ds_list_find_value(global.Character_Situation[ds_list_find_value(global.Player_Party,2)],i))*b+((i+1)*c)
safe_ini_write_real("OVER_Data","IIS_"+string(i),data) //CHARACTER SITUATION LIST
}
}
if (ds_list_size(global.Player_Party) > 3)
{
for (i=0; i<ds_list_size(global.Character_Situation[ds_list_find_value(global.Player_Party,3)]); i+=1)
{
data = (ds_list_find_value(global.Character_Situation[ds_list_find_value(global.Player_Party,3)],i))*((i*a)-b)
safe_ini_write_real("OVER_Data","JJS_"+string(i),data) //CHARACTER SITUATION LIST
}
}
// SITUATION FIM
for (i=0; i<global.total_switches; i+=1)
{
data = (global.Switch[i])*(i*c-a)
safe_ini_write_real("OVER_Data","KK_"+string(i),data) //SWITCH STATUS
}
for (i=0; i<string_length(global.Character_Name[0]); i+=1)
{
temp = string_char_at(global.Character_Name[0],i+1)
data = ord(temp)+(i+1*a)
safe_ini_write_real("OVER_Data","LL_"+string(i),data) //Player Name
}
if (ds_list_size(global.Player_Party) > 0)
{
for (i=0; i<global.Total_Classes; i+=1)
{
data = (global.Class_Unlocked[i,ds_list_find_value(global.Player_Party,0)])*(10+(i*b))
safe_ini_write_real("OVER_Data","MM_"+string(i),data) //CLASS UNLOCKS
}
}
if (ds_list_size(global.Player_Party) > 1)
{
for (i=0; i<global.Total_Classes; i+=1)
{
data = (global.Class_Unlocked[i,ds_list_find_value(global.Player_Party,1)])*(b+(i*c)-a)
safe_ini_write_real("OVER_Data","NN_"+string(i),data) //CLASS UNLOCKS
}
}
if (ds_list_size(global.Player_Party) > 2)
{
for (i=0; i<global.Total_Classes; i+=1)
{
data = (global.Class_Unlocked[i,ds_list_find_value(global.Player_Party,2)])*b-(i*3)
safe_ini_write_real("OVER_Data","OO_"+string(i),data) //CLASS UNLOCKS
}
}
if (ds_list_size(global.Player_Party) > 3)
{
for (i=0; i<global.Total_Classes; i+=1)
{
data = (global.Class_Unlocked[i,ds_list_find_value(global.Player_Party,3)])*(i+b-a)
safe_ini_write_real("OVER_Data","PP_"+string(i),data) //CLASS UNLOCKS
}
}
// INCLUIDOS INICIO
safe_ini_write_real( "SAVE", "combat_animation_save", global.combat_animation );// true
safe_ini_write_real( "SAVE", "textbox_style_save", global.textbox_style );//0
safe_ini_write_real( "SAVE", "textbox_dialog_save", global.textbox_dialog );//0
safe_ini_write_string( "SAVE", "language_save", global.language );// string
safe_ini_write_real( "SAVE", "curWeekday_save", global.curWeekday );// 5
safe_ini_write_real( "SAVE", "curMonth_save", global.curMonth );// 7
safe_ini_write_real( "SAVE", "curDay_save", global.curDay );//23
safe_ini_write_real( "SAVE", "curYear_save", global.curYear );//2997
safe_ini_write_real( "SAVE", "secondsx_save", global.secondsx );//99999
safe_ini_write_real( "SAVE", "showcalendar_save", global.showcalendar );//false
safe_ini_write_real( "SAVE", "clockspeed_save", global.clockspeed );//99999
safe_ini_write_real( "SAVE", "caterpillar_save", global.caterpillar );// true
safe_ini_write_real( "SAVE", "lightsystem_save", global.lightsystem );// true
safe_ini_write_real( "SAVE", "custom_battle_save", global.custom_battle );// true
safe_ini_write_real( "SAVE", "input_number_save", global.input_number );//0
safe_ini_write_real( "SAVE", "Player_Disabled_save", global.Player_Disabled );// false
safe_ini_write_real( "SAVE", "Player_Movement_Speed_save", global.Player_Movement_Speed );// 4
safe_ini_write_real( "SAVE", "current_account_save", global.current_account );// 0
safe_ini_write_real( "SAVE", "savings_account_save", global.savings_account );// 0
safe_ini_write_real( "SAVE", "CDB_account_save", global.CDB_account );// 0
safe_ini_write_real( "SAVE", "RDB_account_save", global.RDB_account );// 0
safe_ini_write_real( "SAVE", "stock_exchange_actions_save", global.stock_exchange_actions );// 0
// INCLUIDOS FIM
with (obSYS_Save_Game)
{
section = 3
alarm[7] = 30
}
safe_ini_close()