var load = { loadSave : function(){ // buttons.js // The only variable says if the home buttons are disabled or not // We don't have to save that since the button to make a save is itself a home button // sword.js \*/ must be loaded before forge.js, since the forge speech may be based on the sword name.., must be loaded before candies.js too \*/ sword.setName("wooden sword"); // sword.name string 50 sword.setSpecialSword(false); // sword.specialSword bool sword.setSpecialPower(1); // sword.specialPower int // summonList : mobs to summon are added in the onload function, so we don't have to save it // candies.js candies.setNbrOwned(12000000); // candies.nbrOwned int candies.setNbrThrown(60); // candies.nbrThrown int candies.setNbrEaten(107000000000); // candies.nbrEaten int candies.setNbrTotal(500000000000000); // candies.nbrTotal int candies.setCandiesPerSecond(1); // candies.candiesPerSecond int // candiesConverter.js candiesConverter.setActivated(false); // candiesConverter.activated bool // castleEntrance.js // The variables are only used while questing, so we don't have to save them // cauldron.js cauldron.setBookPage(0); // cauldron.bookPage int cauldron.setCandiesInTheCauldron(0); // cauldron.candiesInTheCauldron int cauldron.setLollipopsInTheCauldron(0); // cauldron.lollipopsInTheCauldron int // chocolateBars.js chocolateBars.setNbrOwned(1); // chocolateBars.nbrOwned int // damage.js // No variables, nothing to save // drops.js // No variables, nothing to save // farm.js farm.setLollipopsPlanted(120); // farm.lollipopsPlanted int // farm.productionDelayType : no save, it's calculated // farm.lollipopsPerDay : no save, it's calculated // farm.lollipopsProduction : no save, it's calculated // farm.maxLollipopsPerDay : constant, no save // farm.flagsList : constant, no save farm.setCurrentFlagIndex(5); // farm.currentFlagIndex int farm.setPlantingButtonsStep(4); // farm.plantingButtonsStep int // forge.js // forge.shown : can't be true when we save, so we don't save it forge.setStep(0); // forge.step // forge.speech : we don't save, since it's set by the stepStep function // htmlInteraction.js // No variables, nothing to save // shop.js shop.setBuy10LollipopsButtonShown(false); // shop.buy10LollipopsButtonShown bool shop.setShown(true); // shop.shown bool shop.setTicklingStep(0); // shop.ticklingStep int shop.setClickingOnLollipopStep(11); // shop.clickingOnLollipopStep int // shop.oneLollipopPrice : calculated by the clickingOnLollipopStep, so we don't save // shop.tenLollipopsPrice : same as above // shop.currentSwordButtonId : calculated by showProduct, so we don't save // shop.currentSwordPrice : same as above // hut.js // hut.shown : can't be true when we save, so we don't save it hut.setStep(0); // hut.step int hut.setSpeech(""); // hut.speech string 1000 // inventory.js inventory.setMagicianHatLetter(" m\n"); // inventory.magicianHatLetter string 50 // jquery.tabify.js // nothing to save // land // land.list : this list is constant, so no need to save // lollipops.js lollipops.setNbrOwned(5000000000000); // lollipops.nbrOwned int lollipops.setNbrInStock(24); // lollipops.nbrInStock int lollipops.setNbrBought(0); // lollipops.nbrBought int // lollipops.stockShortage : calculated by setNbrInStock, so no need to save // main.js main.setNbrOfSecondsSinceLastMinInterval(0); // main.nbrOfSecondsSinceLastMinInterval int main.setNbrOfSecondsSinceLastHourInterval(0); // main.nbrOfSecondsSinceLastHourInterval int main.setNbrOfSecondsSinceLastDayInterval(0); // main.nbrOfSecondsSinceLastDayInterval int // mountGoblin.js mountGoblin.setBasicChestProbability(100); // mountGoblin.basicChestProbability int // peacefulForest.js peacefulForest.setBasicChestProbability(100); // peacefulForest.basicChestProbability int peacefulForest.setPoniesEncountered(0); // peacefulForest.poniesEncountered int // objects.js objects.setHaveObject("key", true); // objects.list.key.have bool objects.setHaveObject("hutMap", true); // idem objects.setHaveObject("wellMap", true); // idem objects.setHaveObject("swampMap", true); // idem objects.setHaveObject("boots", true); // idem objects.setHaveObject("magicianHat", true); // idem objects.setHaveObject("pinkRing", true); // idem objects.setHaveObject("forgeMap", true); // idem objects.setHaveObject("candiesConverter", true); // idem objects.setHaveObject("plateArmour", true); // idem objects.setHaveObject("cauldron", true); // idem objects.setHaveObject("magicalHorn", true); // idem objects.setHaveObject("hornOfPlenty", true); // idem objects.setHaveObject("oldAmulet", true); // idem // potions.js // potions.list : potions are added to the list in the onload function, no need to save most variables // the only variables we need to save is the shown one and the nbrOwned one potions.setPotionShown(potions.list.health, true); // potions.list.health.shown bool potions.setPotionShown(potions.list.escape, true); // idem potions.setPotionShown(potions.list.berserk, true); // idem potions.setPotionShown(potions.list.fireScroll, true); // idem potions.setPotionShown(potions.list.acidRainScroll, true); // idem potions.setPotionShown(potions.list.teleportScroll, true); // idem potions.setPotionShown(potions.list.earthquakeScroll, true); // idem potions.setPotionShown(potions.list.impInvocationScroll, true); // idem potions.setPotionShown(potions.list.majorHealth, true); // idem potions.setPotionShown(potions.list.invulnerability, true); // idem potions.setPotionShown(potions.list.turtle, true); // idem potions.setPotionShown(potions.list.jelly, true); // idem potions.setPotionShown(potions.list.seed, true); // idem potions.setPotionShown(potions.list.cloning, true); // idem potions.setPotionShown(potions.list.superman, true); // idem potions.setPotionShown(potions.list.gmooh, true); // idem potions.setPotionNbrOwned(potions.list.health, 10); // potions.list.health.nbrOwned int potions.setPotionNbrOwned(potions.list.escape, 10); // idem potions.setPotionNbrOwned(potions.list.berserk, 110); // idem potions.setPotionNbrOwned(potions.list.fireScroll, 42); // idem potions.setPotionNbrOwned(potions.list.acidRainScroll, 10); // idem potions.setPotionNbrOwned(potions.list.teleportScroll, 250); // idem potions.setPotionNbrOwned(potions.list.earthquakeScroll, 50); // idem potions.setPotionNbrOwned(potions.list.impInvocationScroll, 10); // idem potions.setPotionNbrOwned(potions.list.majorHealth, 10); // idem potions.setPotionNbrOwned(potions.list.invulnerability, 1337); // idem potions.setPotionNbrOwned(potions.list.turtle, 17); // idem potions.setPotionNbrOwned(potions.list.jelly, 17000); // idem potions.setPotionNbrOwned(potions.list.seed, 15); // idem potions.setPotionNbrOwned(potions.list.cloning, 15); // idem potions.setPotionNbrOwned(potions.list.superman, 15); // idem potions.setPotionNbrOwned(potions.list.gmooh, 80); // idem potions.updateOnPage(); // quest.js quest.setMaxLandOrder(25); // quest.maxLandOrder, must be saved because it indicates the lands we have unlocked for the moment int quest.setTiredTime(0); // quest.tiredTime, must be saved because we may do a quest, have a long tired time, and save before the tired time ends int // All other variables should not be saved because they only describe the internal states of the quest, we we can't save while questing ! // random.js // nothing to save // speech.js // nothing to save // spells.js // spells.list : spells are added to the list in the onload function, no need to save spells.setFasterCandiesFibo(1, 2); // spells.fasterCandiesFiboPrev && spells.fasterCandiesFiboCurr int && int // status.js // nothing to save // swamp.js // swamp.shown : can't be true when we save, so we don't save it swamp.setStep(0); // swamp.step int // tabs.js tabs.setAnimation("none"); // tabs.animation string 50 // underwaterCave.js // nothing to save // wishingWell.js // wishingWell.shown : can't be true when we save, so we don't save it wishingWell.setSpeech(""); // wishingWell.speech string 1000 wishingWell.setStep(0); // wishingWell.step int // yourself.js yourself.setCanSurpass(true); // yourself.canSurpass bool // castleEntrance.js // nothing to save, all the variables are internal states of the quest developperComputer.setWon(false); } };