tool extends Node # Declare member variables here. Examples: # var a = 2 # var b = "text" export var save = false var par = get_parent() var conf = File.new() # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): if save: #THIS IS SAVE. MAKE SURE LOAD ONLY LOADS IN GAME THOUGH. MAYBE. print("asss") save = false var savedata = {} savedata["name"] = "Rabbit" savedata["simple"] = true savedata["name"] = "Rabbit" savedata["name"] = "Rabbit" #get image data of normal var pngdat = par.get_node("flip/body").texture.get_data().save_png_to_buffer() savedata["sprite-main"] = pngdat #digest1 pngdat = par.get_node("flip/digest1").texture.get_data().save_png_to_buffer() savedata["sprite-digest1"] = pngdat #digest2 pngdat = par.get_node("flip/digest2").texture.get_data().save_png_to_buffer() savedata["sprite-digest2"] = pngdat #digest3 bones pngdat = par.get_node("flip/digest3").texture.get_data().save_png_to_buffer() savedata["sprite-digest3"] = pngdat #cum overlay pngdat = par.get_node("flip/cum").texture.get_data().save_png_to_buffer() savedata["sprite-cum"] = pngdat savedata["collision-shape"] = par.get_node("CollisionShape2D").shape savedata["collision-position"] = par.get_node("CollisionShape2D").position conf.open("res://preys/test.prey",conf.WRITE) #conf.store_string(var2str(savedata)) conf.store_var(savedata,false) conf.close()