////////////////////// lock/unlock in save file int g_weaponTable[32]; g_weaponTable[0] = 10; g_weaponTable[1] = 12; g_weaponTable[2] = 20; g_weaponTable[3] = 22; g_weaponTable[4] = 30; g_weaponTable[5] = 32; g_weaponTable[6] = 40; g_weaponTable[7] = 42; g_weaponTable[8] = 50; g_weaponTable[9] = 52; g_weaponTable[10] = 60; g_weaponTable[11] = 62; g_weaponTable[12] = 70; g_weaponTable[13] = 72; g_weaponTable[14] = 80; g_weaponTable[15] = 82; g_weaponTable[16] = 90; g_weaponTable[17] = 92; string g_charaTable[32]; g_charaTable[0] = "CE01"; g_charaTable[1] = "CE02"; g_charaTable[2] = "CE03"; g_charaTable[3] = "CE04"; g_charaTable[4] = "CE05"; g_charaTable[5] = "CE06"; g_charaTable[6] = "CE07"; g_charaTable[7] = "CE08"; g_charaTable[8] = "CE09"; g_charaTable[9] = "CE10"; g_charaTable[10] = "CE11"; g_charaTable[11] = "CE12"; g_charaTable[12] = "CE13"; g_charaTable[13] = "CE14"; g_charaTable[14] = "CE15"; g_charaTable[15] = "CE16"; g_charaTable[16] = "CW01"; g_charaTable[17] = "CW02"; g_charaTable[18] = "CW03"; g_charaTable[19] = "CW04"; g_charaTable[20] = "CW05"; g_charaTable[21] = "CW06"; g_charaTable[22] = "CW07"; g_charaTable[23] = "CW08"; g_charaTable[24] = "CW09"; g_charaTable[25] = "CW10"; g_charaTable[26] = "CW11"; g_charaTable[27] = "CW12"; void UnlockSaveData(int type, int idx) { int save; GetSaveData(0, type, save); SetSaveData(0, type, save | (1< 999999999) n = 999999999; SetSaveData(0, SAVE_TOTAL_SCORE, n); } int GetTotalStones() { int n; GetSaveData(0, SAVE_TOTAL_STONE, n); return n; } void SetTotalStones(int n) { if (n < 0) n = 0; if (n > 9999) n = 9999; SetSaveData(0, SAVE_TOTAL_STONE, n); } int GetTotalGameTime() { int n; GetSaveData(0, SAVE_TOTAL_TIME, n); return n; } void SetTotalGameTime(int n) { if (n < 0) n = 0; if (n > 3599999) n = 3599999; SetSaveData(0, SAVE_TOTAL_TIME, n); } int GetUnlockAction() { int n; GetSaveData(0, SAVE_UNLOCK_ACTION, n); return n; } void SetUnlockAction(int n) { SetSaveData(0, SAVE_UNLOCK_ACTION, n); } // cache 0 is persistent, cache 1 is cleared each level // preload level character resource void CacheLevelCharacter(string name) { CacheCharacter(name, 1); // model, texture, decor CacheImage("cs_"+name, 1, "Chara"); // icon2 } // preload level model resource void CacheLevelModel(string name) { CacheModel(name, 1, GetScenePath()); // model, texture in scene directory } // preload level image void CacheLevelImage(string name) { CacheImage(name, 1); } // special attack functions, pose.cs AttackFunc(n, param1, param2); void OnSpecialAttack1(int attacker, int target, int damage, float param1, float param2) { } void OnSpecialAttack2(int attacker, int target, int damage, float param1, float param2) { } void OnSpecialAttack3(int attacker, int target, int damage, float param1, float param2) { } void OnSpecialAttack4(int attacker, int target, int damage, float param1, float param2) { } void OnSpecialAttack5(int attacker, int target, int damage, float param1, float param2) { }