Master Cabalist
Member
Hi
Does anyone see any thing wrong with this load script? Everything executes but there are no changes when I return to my main room:
Does anyone see any thing wrong with this load script? Everything executes but there are no changes when I return to my main room:
Code:
with (SentryBatObject)
{
instance_destroy();
}
if (file_exists("sentry.sav"))
{
var loadFile = file_text_open_read("sentry.sav");
if (!file_text_eof(loadFile))
{
//masetrData one long string
masterData = file_text_read_string(loadFile);
var SentryArray = scr_split(masterData, "|");
var SentryCount = array_length_1d(SentryArray);
if (SentryCount > 0)
{
//freach sentry
for (var i = 0; i < SentryCount; i++)
{
var SentryJSON = sentryArray[i];
//deserialize
var sentryMap = json_decode(SentryJSON);
//extract values
var _x = ds_map_find_value(sentryMap, "x");
var _y = ds_map_find_value(sentryMap, "y");
var _target_placement_x = ds_map_find_value(sentryMap, "target_placement_x");
var _target_placement_y = ds_map_find_value(sentryMap, "target_placement_y");
var _flight = ds_map_find_value(sentryMap, "flight");
var _sprite_index = ds_map_find_value(sentryMap, "sprite_index");
var _new_bat = ds_map_find_value(sentryMap, "new_bat");
var _snap = ds_map_find_value(sentryMap, "snap");
var _hp = ds_map_find_value(sentryMap, "hp");
var _damage = ds_map_find_value(sentryMap, "damage");
var _killed_a_brain = ds_map_find_value(sentryMap, "killed_a_brain");
var _opponent = ds_map_find_value(sentryMap, "opponent");
var _under_attack = ds_map_find_value(sentryMap, "under_attack");
var _global_current_collision_instance = ds_map_find_value(sentryMap, "global.current_collision_instance");
var _colliding_flag = ds_map_find_value(sentryMap, "colliding_flag");
var _global_dropped_bat = ds_map_find_value(sentryMap, "global.dropped_bat");
var _speed = ds_map_find_value(sentryMap, "speed");
var _hp_minus = ds_map_find_value(sentryMap, "hp_minus");
var _took_a_hit = ds_map_find_value(sentryMap, "took_a_hit");
//create a sentry bat
var inst;
inst = instance_create_depth(x, y, 0, SentryBatObject);
inst.x = _x;
inst.y = _y;
inst.target_placement_x = _target_placement_x;
inst.target_placement_y = _target_placement_y;
inst.flight = _flight;
inst.sprite_index = _sprite_index;
inst.new_bat = _new_bat;
inst.snap = _snap;
inst.hp = _hp;
inst.damage = _damage;
inst.killed_a_brain = _killed_a_brain;
inst.opponent = _opponent;
inst.under_attack = _under_attack;
global_current_collision_instance = _global_current_collision_instance;
inst.colliding_flag = _colliding_flag;
global.dropped_bat = _global_dropped_bat;
inst.speed = _speed;
inst.hp_minus = _hp_minus;
inst.took_a_hit = _took_a_hit;
}
}
}
}
file_text_close(loadFile);
ds_map_destroy(sentryMap);