AceHarts Save/load system, saving stat increases

Zonagle

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AceHart's save/load system:
http://www.thehelper.net/forums/showthread.php?t=49392

Alright, so I'm not that amazing with triggers, and I'm unsure how to change this system to include saving the attributes of the hero. You know, how much strength, agility, and intelligence they have (excluding bonuses, of course). Say I get to level 100, my mage has 100 int, 50 str, 50 agi. That saves fine, but say I buy some tomes, now I have 142 int, 79 str, and 66 agi. When I load, it'll still be the original, default values.

So yeah, what do I need to add to get the system to save stat increases?
 
Save the extra stats as variables.

Then while loading the hero add the stats to the hero via modify stats action.
 
Save the extra stats as variables.

Then while loading the hero add the stats to the hero via modify stats action.

Alright, so I'm not that amazing with triggers.

Yeah, I'm not really sure how to do that, an example would be nice.
 
Implement this for saving:
Trigger:
  • -------- Save the STATS STR --------
    • Set SaveCount = (SaveCount + 1)
    • Set Save[SaveCount] = (Strength of (Picked unit) (Exclude bonuses))
    • -------- Save the STATS AGI --------
    • Set SaveCount = (SaveCount + 1)
    • Set Save[SaveCount] = (Agility of (Picked unit) (Exclude bonuses))
    • -------- Save the STATS INT --------
    • Set SaveCount = (SaveCount + 1)
    • Set Save[SaveCount] = (Intelligence of (Picked unit) (Exclude bonuses))



Implemented saving example:
Trigger:
  • SaveLoad Save All
    • Events
      • Player - Player 1 (Red) types a chat message containing -save as An exact match
      • Player - Player 2 (Blue) types a chat message containing -save as An exact match
      • Player - Player 3 (Teal) types a chat message containing -save as An exact match
      • Player - Player 4 (Purple) types a chat message containing -save as An exact match
    • Conditions
    • Actions
      • -------- Prepare the save array with this player's Hero --------
      • Set SaveCount = 0
      • -------- Player's Gold --------
      • Set SaveCount = (SaveCount + 1)
      • Set Save[SaveCount] = ((Triggering player) Current gold)
      • -------- Take all Heroes --------
      • Set UnitGroup = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))
      • Set SaveCount = (SaveCount + 1)
      • Set Save[SaveCount] = (Number of units in UnitGroup)
      • Unit Group - Pick every unit in UnitGroup and do (Actions)
        • Loop - Actions
          • -------- Save the Hero --------
          • Set SaveCount = (SaveCount + 1)
          • Set TempUnit = (Picked unit)
          • Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Unit2Integer( udg_TempUnit )
          • -------- Hero Experience --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Hero experience of (Picked unit))
          • -------- Hero Position X --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Integer((X of (Position of (Picked unit)))))
          • -------- Hero Position Y --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Integer((Y of (Position of (Picked unit)))))
          • -------- How many items does he carry --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Number of items carried by (Picked unit))
          • -------- Add all items --------
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Item carried by (Picked unit) in slot (Integer A)) is owned) Equal to True
                • Then - Actions
                  • -------- The actual item --------
                  • Set SaveCount = (SaveCount + 1)
                  • Set TempItem = (Item carried by (Picked unit) in slot (Integer A))
                  • Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
                  • -------- The number of charges it has --------
                  • Set SaveCount = (SaveCount + 1)
                  • Set Save[SaveCount] = (Charges remaining in (Item carried by (Picked unit) in slot (Integer A)))
                • Else - Actions
          • -------- Save the STATS STR --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Strength of (Picked unit) (Include bonuses))
          • -------- Save the STATS AGI --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Agility of (Picked unit) (Include bonuses))
          • -------- Save the STATS INT --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Intelligence of (Picked unit) (Include bonuses))
      • -------- Turn values into code --------
      • Custom script: set udg_Code = SaveLoad_Encode()
      • -------- Show code to player --------
      • Quest - Display to (Player group((Triggering player))) the Secret message: Your code:
      • Game - Display to (Player group((Triggering player))) for 60.00 seconds the text: Code
 
Implement this for saving:
Trigger:
  • -------- Save the STATS STR --------
    • Set SaveCount = (SaveCount + 1)
    • Set Save[SaveCount] = (Strength of (Picked unit) (Exclude bonuses))
    • -------- Save the STATS AGI --------
    • Set SaveCount = (SaveCount + 1)
    • Set Save[SaveCount] = (Agility of (Picked unit) (Exclude bonuses))
    • -------- Save the STATS INT --------
    • Set SaveCount = (SaveCount + 1)
    • Set Save[SaveCount] = (Intelligence of (Picked unit) (Exclude bonuses))



Implemented saving example:
Trigger:
  • SaveLoad Save All
    • Events
      • Player - Player 1 (Red) types a chat message containing -save as An exact match
      • Player - Player 2 (Blue) types a chat message containing -save as An exact match
      • Player - Player 3 (Teal) types a chat message containing -save as An exact match
      • Player - Player 4 (Purple) types a chat message containing -save as An exact match
    • Conditions
    • Actions
      • -------- Prepare the save array with this player's Hero --------
      • Set SaveCount = 0
      • -------- Player's Gold --------
      • Set SaveCount = (SaveCount + 1)
      • Set Save[SaveCount] = ((Triggering player) Current gold)
      • -------- Take all Heroes --------
      • Set UnitGroup = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))
      • Set SaveCount = (SaveCount + 1)
      • Set Save[SaveCount] = (Number of units in UnitGroup)
      • Unit Group - Pick every unit in UnitGroup and do (Actions)
        • Loop - Actions
          • -------- Save the STATS STR --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Strength of (Picked unit) (Include bonuses))
          • -------- Save the STATS AGI --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Agility of (Picked unit) (Include bonuses))
          • -------- Save the STATS INT --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Intelligence of (Picked unit) (Include bonuses))
          • -------- Save the Hero --------
          • Set SaveCount = (SaveCount + 1)
          • Set TempUnit = (Picked unit)
          • Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Unit2Integer( udg_TempUnit )
          • -------- Hero Experience --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Hero experience of (Picked unit))
          • -------- Hero Position X --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Integer((X of (Position of (Picked unit)))))
          • -------- Hero Position Y --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Integer((Y of (Position of (Picked unit)))))
          • -------- How many items does he carry --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Number of items carried by (Picked unit))
          • -------- Add all items --------
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Item carried by (Picked unit) in slot (Integer A)) is owned) Equal to True
                • Then - Actions
                  • -------- The actual item --------
                  • Set SaveCount = (SaveCount + 1)
                  • Set TempItem = (Item carried by (Picked unit) in slot (Integer A))
                  • Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
                  • -------- The number of charges it has --------
                  • Set SaveCount = (SaveCount + 1)
                  • Set Save[SaveCount] = (Charges remaining in (Item carried by (Picked unit) in slot (Integer A)))
                • Else - Actions
      • -------- Turn values into code --------
      • Custom script: set udg_Code = SaveLoad_Encode()
      • -------- Show code to player --------
      • Quest - Display to (Player group((Triggering player))) the Secret message: Your code:
      • Game - Display to (Player group((Triggering player))) for 60.00 seconds the text: Code

What do I need to add to SaveLoad Initialization Hero? You know, where it sets what heroes, items, and abilities to save? Like, Set SaveLoad_Items[3] = Wand of Lightning Shield
 
I modified the post, look back at it again.

Edit:

This for the loading part:
(The implemented stuff is at the bottom of it)
Trigger:
  • SaveLoad Load All
    • Events
      • Player - Player 1 (Red) types a chat message containing -load as A substring
      • Player - Player 2 (Blue) types a chat message containing -load as A substring
      • Player - Player 3 (Teal) types a chat message containing -load as A substring
      • Player - Player 4 (Purple) types a chat message containing -load as A substring
    • Conditions
      • (Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
      • (Length of (Entered chat string)) Greater than 6
    • Actions
      • -------- Try to decode what was typed --------
      • Set Code = (Substring((Entered chat string), 7, (Length of (Entered chat string))))
      • Custom script: set udg_Validate = SaveLoad_Decode( udg_Code )
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Validate Equal to False
        • Then - Actions
          • -------- Invalid code --------
          • Game - Display to (Player group((Triggering player))) the text: There's some error ...
          • Skip remaining actions
        • Else - Actions
      • -------- It worked, let's do something with it --------
      • Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Set SaveCount = 1
      • -------- Restore Gold --------
      • Player - Set (Triggering player) Current gold to Save[SaveCount]
      • -------- For "number of Heroes", do --------
      • Set SaveCount = (SaveCount + 1)
      • For each (Integer B) from 1 to Save[SaveCount], do (Actions)
        • Loop - Actions
          • -------- Restore Hero --------
          • Set SaveCount = (SaveCount + 1)
          • Custom script: set udg_TempUnitType = SaveLoad_Integer2Unit(udg_Save[udg_SaveCount])
          • Unit - Create 1 TempUnitType for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
          • -------- Set Experience --------
          • Set SaveCount = (SaveCount + 1)
          • Hero - Set (Last created unit) experience to Save[SaveCount], Hide level-up graphics
          • -------- Move to saved position --------
          • Set SaveCount = (SaveCount + 1)
          • Unit - Move (Last created unit) instantly to (Point((Real(Save[SaveCount])), (Real(Save[(SaveCount + 1)]))))
          • Set SaveCount = (SaveCount + 1)
          • -------- Recreate all items --------
          • Set SaveCount = (SaveCount + 1)
          • For each (Integer A) from 1 to Save[SaveCount], do (Actions)
            • Loop - Actions
              • -------- The actual item --------
              • Set SaveCount = (SaveCount + 1)
              • Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
              • Hero - Create TempItemType and give it to (Last created unit)
              • -------- Number of charges --------
              • Set SaveCount = (SaveCount + 1)
              • Item - Set charges remaining in (Last created item) to Save[SaveCount]
          • -------- LOAD STR --------
          • Set SaveCount = (SaveCount + 1)
          • Hero - Modify Strength of (Last created unit): Set to SaveCount
          • -------- LOAD AGI --------
          • Set SaveCount = (SaveCount + 1)
          • Hero - Modify Agility of (Last created unit): Set to SaveCount
          • -------- LOAD INT --------
          • Set SaveCount = (SaveCount + 1)
          • Hero - Modify Intelligence of (Last created unit): Set to SaveCount
 
I modified the post, look back at it again.

Edit:

This for the loading part:
(The implemented stuff is at the bottom of it)
Trigger:
  • SaveLoad Load All
    • Events
      • Player - Player 1 (Red) types a chat message containing -load as A substring
      • Player - Player 2 (Blue) types a chat message containing -load as A substring
      • Player - Player 3 (Teal) types a chat message containing -load as A substring
      • Player - Player 4 (Purple) types a chat message containing -load as A substring
    • Conditions
      • (Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
      • (Length of (Entered chat string)) Greater than 6
    • Actions
      • -------- Try to decode what was typed --------
      • Set Code = (Substring((Entered chat string), 7, (Length of (Entered chat string))))
      • Custom script: set udg_Validate = SaveLoad_Decode( udg_Code )
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Validate Equal to False
        • Then - Actions
          • -------- Invalid code --------
          • Game - Display to (Player group((Triggering player))) the text: There's some error ...
          • Skip remaining actions
        • Else - Actions
      • -------- It worked, let's do something with it --------
      • Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Set SaveCount = 1
      • -------- Restore Gold --------
      • Player - Set (Triggering player) Current gold to Save[SaveCount]
      • -------- For "number of Heroes", do --------
      • Set SaveCount = (SaveCount + 1)
      • For each (Integer B) from 1 to Save[SaveCount], do (Actions)
        • Loop - Actions
          • -------- Restore Hero --------
          • Set SaveCount = (SaveCount + 1)
          • Custom script: set udg_TempUnitType = SaveLoad_Integer2Unit(udg_Save[udg_SaveCount])
          • Unit - Create 1 TempUnitType for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
          • -------- Set Experience --------
          • Set SaveCount = (SaveCount + 1)
          • Hero - Set (Last created unit) experience to Save[SaveCount], Hide level-up graphics
          • -------- Move to saved position --------
          • Set SaveCount = (SaveCount + 1)
          • Unit - Move (Last created unit) instantly to (Point((Real(Save[SaveCount])), (Real(Save[(SaveCount + 1)]))))
          • Set SaveCount = (SaveCount + 1)
          • -------- Recreate all items --------
          • Set SaveCount = (SaveCount + 1)
          • For each (Integer A) from 1 to Save[SaveCount], do (Actions)
            • Loop - Actions
              • -------- The actual item --------
              • Set SaveCount = (SaveCount + 1)
              • Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
              • Hero - Create TempItemType and give it to (Last created unit)
              • -------- Number of charges --------
              • Set SaveCount = (SaveCount + 1)
              • Item - Set charges remaining in (Last created item) to Save[SaveCount]
          • -------- LOAD STR --------
          • Set SaveCount = (SaveCount + 1)
          • Hero - Modify Strength of (Last created unit): Set to SaveCount
          • -------- LOAD AGI --------
          • Set SaveCount = (SaveCount + 1)
          • Hero - Modify Agility of (Last created unit): Set to SaveCount
          • -------- LOAD INT --------
          • Set SaveCount = (SaveCount + 1)
          • Hero - Modify Intelligence of (Last created unit): Set to SaveCount

Okay, just be to sure I understand you correctly. I don't need a specific variable for str, agi and int? Like how items have the variable SaveLoad_Items, I don't need SaveLoad_Stats, or SaveLoad_Strength etc?
 
Okay, just be to sure I understand you correctly. I don't need a specific variable for str, agi and int? Like how items have the variable SaveLoad_Items, I don't need SaveLoad_Stats, or SaveLoad_Strength etc?

You don't need.

It's either a problem with your load trigger or the core of acehart's system.

It is because aceheart's system does not save the hero attributes.
 
will type something here so i can look back here from statistics, think I will need this information>.<
 
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