A couple of terrain types added. First adventure added, incomplete.
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@@ -176,6 +176,7 @@ void reset_game_state() {
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base_max_health = 10;
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max_health = 10;
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favor = 0.0;
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last_adventure_day = -1;
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incense_hours_remaining = 0;
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incense_burning = false;
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blessing_speed_active = false;
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@@ -442,6 +443,7 @@ bool load_game_state_from_raw(const string&in rawData) {
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if (get_raw_number(rawData, "player_base_health", value)) base_max_health = value;
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if (get_raw_number(rawData, "player_max_health", value)) max_health = value;
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if (get_raw_number(rawData, "player_favor", value)) favor = value;
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if (get_raw_number(rawData, "player_last_adventure_day", value)) last_adventure_day = value;
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if (get_raw_number(rawData, "incense_hours_remaining", value)) incense_hours_remaining = value;
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if (get_raw_bool(rawData, "incense_burning", bool_value)) incense_burning = bool_value;
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if (get_raw_number(rawData, "time_current_hour", value)) current_hour = value;
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@@ -537,6 +539,7 @@ bool save_game_state() {
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saveData.set("player_base_health", base_max_health);
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saveData.set("player_max_health", max_health);
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saveData.set("player_favor", favor);
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saveData.set("player_last_adventure_day", last_adventure_day);
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saveData.set("incense_hours_remaining", incense_hours_remaining);
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saveData.set("incense_burning", incense_burning);
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@@ -567,6 +570,7 @@ bool save_game_state() {
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saveData.set("inventory_skin_tunics", inv_skin_tunics);
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saveData.set("inventory_moccasins", inv_moccasins);
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saveData.set("inventory_skin_pouches", inv_skin_pouches);
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saveData.set("inventory_backpacks", inv_backpacks);
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saveData.set("inventory_small_game_types", join_string_array(inv_small_game_types));
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saveData.set("storage_stones", storage_stones);
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@@ -596,6 +600,7 @@ bool save_game_state() {
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saveData.set("storage_skin_tunics", storage_skin_tunics);
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saveData.set("storage_moccasins", storage_moccasins);
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saveData.set("storage_skin_pouches", storage_skin_pouches);
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saveData.set("storage_backpacks", storage_backpacks);
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saveData.set("storage_small_game_types", join_string_array(storage_small_game_types));
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saveData.set("equipment_spear_equipped", spear_equipped);
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@@ -790,6 +795,7 @@ bool load_game_state() {
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max_health = int(get_number(saveData, "player_max_health", 10));
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base_max_health = int(get_number(saveData, "player_base_health", max_health));
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favor = get_number(saveData, "player_favor", 0.0);
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last_adventure_day = int(get_number(saveData, "player_last_adventure_day", -1));
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incense_hours_remaining = int(get_number(saveData, "incense_hours_remaining", 0));
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incense_burning = get_bool(saveData, "incense_burning", false);
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if (incense_hours_remaining > 0) incense_burning = true;
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@@ -826,6 +832,7 @@ bool load_game_state() {
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inv_skin_tunics = int(get_number(saveData, "inventory_skin_tunics", 0));
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inv_moccasins = int(get_number(saveData, "inventory_moccasins", 0));
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inv_skin_pouches = int(get_number(saveData, "inventory_skin_pouches", 0));
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inv_backpacks = int(get_number(saveData, "inventory_backpacks", 0));
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string[] loadedSmallGameTypes = get_string_list_or_split(saveData, "inventory_small_game_types");
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inv_small_game_types.resize(0);
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@@ -868,6 +875,7 @@ bool load_game_state() {
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storage_skin_tunics = int(get_number(saveData, "storage_skin_tunics", 0));
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storage_moccasins = int(get_number(saveData, "storage_moccasins", 0));
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storage_skin_pouches = int(get_number(saveData, "storage_skin_pouches", 0));
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storage_backpacks = int(get_number(saveData, "storage_backpacks", 0));
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string[] loadedStorageSmallGameTypes = get_string_list_or_split(saveData, "storage_small_game_types");
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storage_small_game_types.resize(0);
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