Kode Help

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341
I Figured i would get more attention to my problem here, rather than the Kode thread. Anyways i am trying to implement Kode into my map, all the values are saving but...... They are not loading correctly. First here's my code

JASS:
library Kode initializer InitTrig uses KodeBase

private function Item2Int takes integer t returns integer
    local integer i = 0
    loop
        exitwhen i >= MAX_ITEMS
        if udg_Items<i> == t then
            return i
        endif
        set i = i + 1
    endloop
    return -1
endfunction

function Save takes player p returns nothing
    local integer i = GetPlayerId(p)
    local integer l = 0
    call clear_bits()
    call push_int(GetHeroLevel(Hero<i>), 50)
    loop
        exitwhen l &gt; 5
        call push_int(Item2Int(GetItemTypeId(UnitItemInSlot(Hero<i>, i))), MAX_ITEMS)
        set l = l + 1
    endloop
    call push_int(GetHeroStr(Hero<i>, false), 300)
    call push_int(GetHeroInt(Hero<i>, false), 300)
    call push_int(GetHeroAgi(Hero<i>, false), 300)
    call push_int(Toughness<i>, 300)
    call push_int(Initiative<i>, 300)
    call push_int(Willpower<i>, 300)
    call push_int(Luck<i>, 300)
    call DisplayTextToPlayer(p, 0, 0, format_code(create_code(p, 10), 4))
endfunction

private function LoadHero takes nothing returns nothing
    local integer id = GetPlayerId(GetTriggerPlayer())
    local integer i  = 0
    local integer l  = 0
    set Hero[id]     = CreateUnit(GetTriggerPlayer(), &#039;HERO&#039;, -10569, 9786, 0)
    
    call SetHeroLevel(Hero[id],  pop_int(50), false) 
    loop
        exitwhen i &gt; 5
        set l = pop_int(MAX_ITEMS)
        call UnitAddItemById(Hero[id], udg_Items[l])
        set i = i + 1
    endloop
    call SetHeroStr(Hero<i>, pop_int(300), false)
    call SetHeroAgi(Hero<i>, pop_int(300), false)
    call SetHeroInt(Hero<i>, pop_int(300), false)
    set Toughness<i> = pop_int(300)
    set Initiative<i> = pop_int(300)
    set Willpower<i> = pop_int(300)
    set Luck<i> = pop_int(300)
endfunction

private function Load takes nothing returns nothing
    call LoadHero()
endfunction
//===========================================================================
private function InitTrig takes nothing returns nothing
    local trigger t2 = CreateTrigger()
    local integer i = 0
    loop
        exitwhen i &gt; 11
        call TriggerRegisterPlayerChatEvent(t2, Player(i), &quot;-load&quot;, false)
        set i = i + 1
    endloop
    call TriggerAddAction(t2, function Load)
endfunction

endlibrary

</i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i>
[/JASS]

And then here's... Kode. Maybe i didn't follow the directions.... but as far as i can see i did (but obvisouly not :banghead:)
 

cleeezzz

The Undead Ranger.
Reaction score
268
like..
if this is the save

JASS:
call push_int(GetHeroStr(Hero<i>, false), 300)
call push_int(GetHeroInt(Hero<i>, false), 300)
</i></i>


then load should be


JASS:
call pop_int(GetHeroInt(Hero<i>, false), 300)
call pop_int(GetHeroStr(Hero<i>, false), 300)
   
</i></i>


im not entirely sure but thats what i thought
 
Reaction score
341
Now i did this :

JASS:
library Kode initializer InitTrig uses KodeBase

private function Item2Int takes integer t returns integer
    local integer i = 0
    loop
        exitwhen i &gt;= MAX_ITEMS
        if udg_Items<i> == t then
            return i
        endif
        set i = i + 1
    endloop
    return -1
endfunction

function Save takes player p returns nothing
    local integer i = GetPlayerId(p)
    local integer l = 0
    call clear_bits()
    call push_int(GetHeroLevel(Hero<i>), 50)
    loop
        exitwhen l &gt; 5
        call push_int(Item2Int(GetItemTypeId(UnitItemInSlot(Hero<i>, i))), MAX_ITEMS)
        set l = l + 1
    endloop
    call push_int(GetHeroStr(Hero<i>, false), 300)
    call push_int(GetHeroInt(Hero<i>, false), 300)
    call push_int(GetHeroAgi(Hero<i>, false), 300)
    call push_int(Toughness<i>, 300)
    call push_int(Initiative<i>, 300)
    call push_int(Willpower<i>, 300)
    call push_int(Luck<i>, 300)
    call DisplayTextToPlayer(p, 0, 0, format_code(create_code(p, 10), 4))
endfunction

private function LoadHero takes nothing returns nothing
    local integer id = GetPlayerId(GetTriggerPlayer())
    local integer i  = 0
    local integer l  = 0
    set Hero[id]     = CreateUnit(GetTriggerPlayer(), &#039;HERO&#039;, -10569, 9786, 0)
    
    set Luck<i> = pop_int(300)
    set Willpower<i> = pop_int(300)
    set Initiative<i> = pop_int(300)
    set Toughness<i> = pop_int(300)
    call SetHeroInt(Hero<i>, pop_int(300), false)
    call SetHeroAgi(Hero<i>, pop_int(300), false)
    call SetHeroInt(Hero<i>, pop_int(300),false)
    loop
        exitwhen i &gt; 5
        set l = pop_int(MAX_ITEMS)
        call UnitAddItemById(Hero[id], udg_Items[l])
        set i = i + 1
    endloop
    call SetHeroLevel(Hero[id],  pop_int(50), false) 
endfunction

//===========================================================================
private function InitTrig takes nothing returns nothing
    local trigger t2 = CreateTrigger()
    local integer i = 0
    loop
        exitwhen i &gt; 11
        call TriggerRegisterPlayerChatEvent(t2, Player(i), &quot;-load&quot;, false)
        set i = i + 1
    endloop
    call TriggerAddAction(t2, function LoadHero)
endfunction

endlibrary

</i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i>


And it still doesn't "work".
 

Korolen

New User (Why do I keep getting those red bars?)
Reaction score
69
Now i did this :

JASS:
library Kode initializer InitTrig uses KodeBase

private function Item2Int takes integer t returns integer
    local integer i = 0
    loop
        exitwhen i &gt;= MAX_ITEMS
        if udg_Items<i> == t then
            return i
        endif
        set i = i + 1
    endloop
    return -1
endfunction

function Save takes player p returns nothing
    local integer i = GetPlayerId(p)
    local integer l = 0
    call clear_bits()
    call push_int(GetHeroLevel(Hero<i>), 50)
    loop
        exitwhen l &gt; 5
        call push_int(Item2Int(GetItemTypeId(UnitItemInSlot(Hero<i>, i))), MAX_ITEMS)
        set l = l + 1
    endloop
    call push_int(GetHeroStr(Hero<i>, false), 300)
    call push_int(GetHeroInt(Hero<i>, false), 300)
    call push_int(GetHeroAgi(Hero<i>, false), 300)
    call push_int(Toughness<i>, 300)
    call push_int(Initiative<i>, 300)
    call push_int(Willpower<i>, 300)
    call push_int(Luck<i>, 300)
    call DisplayTextToPlayer(p, 0, 0, format_code(create_code(p, 10), 4))
endfunction

private function LoadHero takes nothing returns nothing
    local integer id = GetPlayerId(GetTriggerPlayer())
    local integer i  = 0
    local integer l  = 0
    set Hero[id]     = CreateUnit(GetTriggerPlayer(), &#039;HERO&#039;, -10569, 9786, 0)
    
    set Luck<i> = pop_int(300)
    set Willpower<i> = pop_int(300)
    set Initiative<i> = pop_int(300)
    set Toughness<i> = pop_int(300)
    call SetHeroInt(Hero<i>, pop_int(300), false)
    call SetHeroAgi(Hero<i>, pop_int(300), false)
    call SetHeroInt(Hero<i>, pop_int(300),false)
    loop
        exitwhen i &gt; 5
        set l = pop_int(MAX_ITEMS)
        call UnitAddItemById(Hero[id], udg_Items[l])
        set i = i + 1
    endloop
    call SetHeroLevel(Hero[id],  pop_int(50), false) 
endfunction

//===========================================================================
private function InitTrig takes nothing returns nothing
    local trigger t2 = CreateTrigger()
    local integer i = 0
    loop
        exitwhen i &gt; 11
        call TriggerRegisterPlayerChatEvent(t2, Player(i), &quot;-load&quot;, false)
        set i = i + 1
    endloop
    call TriggerAddAction(t2, function LoadHero)
endfunction

endlibrary

</i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i>


And it still doesn't "work".


OK, there are a number of things here that need to be fixed.

You never load what the player types in into Kode. You have obviously confused yourself with all your one-letter variables; you never initialized "i" in LoadHero, for example. You set the intelligence of the hero twice when loading. You don't get values for the hero's inventory from Kode when loading items.

That's what I noticed after a quick glance at your code, so I won't be surprised if you still can't get it to work after fixing those errors. Check your code a few times before posting back, though, as I'm confident you have the capability of finding those bugs yourself.

EDIT: Forget what I said about not loading items from the code, I see you store it into the variable "l" first. Still, you'll experience erratic behavior if the hero does not have a full inventory; you might consider implementing something analogous to the "num_items" variable that you can find in my Hero example.
 
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