save trigger issues

Ormagon

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ok i have a save trigger for my rpg but i do not want it to save the powition were i saved from here is the trigger
Code:
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
        Player - Player 5 (Yellow) types a chat message containing -save as An exact match
        Player - Player 6 (Orange) types a chat message containing -save as An exact match
        Player - Player 7 (Green) types a chat message containing -save as An exact match
        Player - Player 8 (Pink) types a chat message containing -save as An exact match
        Player - Player 9 (Gray) types a chat message containing -save as An exact match
        Player - Player 10 (Light Blue) types a chat message containing -save as An exact match
        Player - Player 11 (Dark Green) 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
        -------- 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

it comes with this load trigger
Code:
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
        Player - Player 5 (Yellow) types a chat message containing -load  as A substring
        Player - Player 6 (Orange) types a chat message containing -load  as A substring
        Player - Player 7 (Green) types a chat message containing -load  as A substring
        Player - Player 8 (Pink) types a chat message containing -load  as A substring
        Player - Player 9 (Gray) types a chat message containing -load  as A substring
        Player - Player 10 (Light Blue) types a chat message containing -load  as A substring
        Player - Player 11 (Dark Green) 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]
wat do i need to change to make it load in a certain region??
 
Code:
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
        Player - Player 5 (Yellow) types a chat message containing -load  as A substring
        Player - Player 6 (Orange) types a chat message containing -load  as A substring
        Player - Player 7 (Green) types a chat message containing -load  as A substring
        Player - Player 8 (Pink) types a chat message containing -load  as A substring
        Player - Player 9 (Gray) types a chat message containing -load  as A substring
        Player - Player 10 (Light Blue) types a chat message containing -load  as A substring
        Player - Player 11 (Dark Green) 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 [B](Point((Real(Save[SaveCount])), (Real(Save[(SaveCount + 1)]))))[/B]
                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]

The portion in bold should be replaced by "Center of region (<Your region>)"

That leaks a point variable, but then again, the script does that anyway. I'm assuming this isn't your script, but if your interested in fixing it, you can search for a memory leak tutorial on the forums.

If on the other hand, you want to save the center of the region, and leave the load trigger the same, you will need to change the parts in bold in this trigger ...

Code:
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
        Player - Player 5 (Yellow) types a chat message containing -save as An exact match
        Player - Player 6 (Orange) types a chat message containing -save as An exact match
        Player - Player 7 (Green) types a chat message containing -save as An exact match
        Player - Player 8 (Pink) types a chat message containing -save as An exact match
        Player - Player 9 (Gray) types a chat message containing -save as An exact match
        Player - Player 10 (Light Blue) types a chat message containing -save as An exact match
        Player - Player 11 (Dark Green) 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([B](X of (Position of (Picked unit)))[/B]))
                -------- Hero Position Y --------
                Set SaveCount = (SaveCount + 1)
                Set Save[SaveCount] = (Integer([B](Y of (Position of (Picked unit)))[/B]))
                -------- 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

to store the x and y coordinates of "Center of Region (<Your Region>)", I can't name the needed functions off the top of my head, but there are only 2, and they should be right next to each other in the function list.

Good Luck.
 
acehart i do belive it was ur saveload trigger i used i could be worn gme and names not so good BUT irealized that i copied all 3 triggers form the demo map i dowloaded and there was 1 that was much more wat i was looking for that also explained the ppl getting 3 codes for the price of 1 o_O
 
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