Save/Load Code, Yet Another

deci imi da script errors la „SaveLoad Load” si la „SaveLoad Save”
si scrie mai jos „set udg_Validate = SaveLoad_Decode( udg_Code )”
si „set udg_Save[udg_SaveCount] = SaveLoad_Unit2Integer( udg_TempUnit )”
ce ar trebui sa fac??????????????
 
sorry do not speak English
So it gives me script errors on "SaveLoad Load" and "Save SaveLoad"
and write down the set udg_Validate = SaveLoad_Decode (udg_Code)
and "set udg_Save [udg_SaveCount] = SaveLoad_Unit2Integer (udg_TempUnit)
Why should I do ??????????????
I do not know English
:))
 
I really like that but ... can someone tell me one small question?

I want the system to save non-hero abilities, which are added to the hero during the game. It doesn't do it right now. Can anyone write what lines should I add to the save/load/init triggers? THank you.
 
Can anyone help me fixing acehart's save/load system? I'm trying to modify it to save hero level/exp ; gold ; items/item charges and abilities. Sometimes it works and sometimes I get wrong loading data(unspent ability points, wrong items and others) I'm a newbie to map editing, so this was the easiest system I found(I know there are better ones, but they are too complicated...)

Code:
 SaveLoad Save All Copy
 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
 For each (Integer A) from 1 to SaveLoad_Abilities_LastIndex, do (Actions)
 Loop - Actions
 If (All Conditions are True) then do (Then Actions) else do (Else Actions)
 If - Conditions
 (Level of SaveLoad_Abilities[(Integer A)] for (Picked unit)) Greater than 0
 Then - Actions
 -------- The actual ability --------
 Set SaveCount = (SaveCount + 1)
 Set Save[SaveCount] = (Integer A)
 -------- Its level --------
 Set SaveCount = (SaveCount + 1)
 Set Save[SaveCount] = (Level of SaveLoad_Abilities[(Integer A)] for (Picked unit))
 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

Code:
 SaveLoad Load All Copy
 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 TempInteger = SaveCount
 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]
 For each (Integer SaveCount) from (SaveCount + 1) to TempInteger, do (Actions)
 Loop - Actions
 For each (Integer A) from 1 to (Save[SaveCount] + 1), do (Actions)
 Loop - Actions
 Custom script: call SelectHeroSkill( GetLastCreatedUnit(), udg_SaveLoad_Abilities[ udg_Save[ udg_SaveCount ] ] )
 Set SaveCount = (SaveCount + 1)
 
Can anybody tell me how to increase the hero cap for saving and loading with this system? This system only saves 5 heroes, I need it so it saves at least 10. I looked at the system 7 times and I can't find out how. Anybody know how?
 
Can anybody tell me how to increase the hero cap for saving and loading with this system? This system only saves 5 heroes, I need it so it saves at least 10. I looked at the system 7 times and I can't find out how. Anybody know how?


Save 10 heroes per player I mean.
 
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