Kode is neither MPI nor not MPI, the categorization doesn't really apply to a save/load system. Kode can generate codes for as many players as you need it to, one right after the other.
While that particular demo is not MPI, rest assured that the Kode internals can easily generate numerous codes for each player, one right after the other if the need be.
You shouldn't need to modify the Kode script to do that. Unless you are changing the way Kode saves codes, you can do everything you need in your own trigger, wether that be in GUI or JASS. If you are better at GUI, then you should just use it; then, you won't have to deal with compile errors...
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...
Kode seeds the random generator based on a player's name, and then uses the "random" results to start changing the code around to encrypt it. To decrypt, it calculates the same seed based on the player's name and thus the "random" numbers it gets when decrypting turn out to be the same ones it...
Yeah... I guess a side effect of loading/saving a code is that the random number generator would always be set to a predictable value.
Just generate a random number before using a Kode function that seeds the generator, and after you're done with Kode, re-seed the generator with the original...
I'm very interested in any bugs you can find in Kode. This sounds like a bug in the demo map, but I'd be happy to take a look. Exactly what steps did you follow for this to happen? By the way, the demo only works with a couple of items so if you created anything else, it will most likely brake...
My guess is that you forgot to set Kode_Charmap and Kode_Security in the Variable Editor. When you copy the trigger out of the Kode distribution map, the WE doesn't copy the default values for the variables, just the variables themselves.
Aside from that, I'd have to get more information to see...
I can only help you if you post your code. Without that information, it's impossible for me to show you what's wrong.
You might consider using AceHart's system, though, as it's quite a bit simpler to use than Kode.
While I admit that I haven't read the source code for your code system, I have read the tutorial/manual for it which outlines its usage. The way it works gives the user the freedom of not specifying a maximum value for integers added to the code in their script but rather have it guessed...
I don't want to review my own system, but as nobody has posted here in a while, I'll clarify some of the aspects of Kode:
Kode is written 100% in JASS.
Kode has GUI-Friendly version which simply is a wrapper to the JASS that makes it easy to work Kode without any Custom Script lines.
Kode...
Thank you very much, but my contact details are plenty accurate. I'm just not all the time. I'd be happy to talk to you off TH, though, you can add me on whatever you have (although I'm not on Skype as much as the other clients).
I probably should learn Vex's new JASS stuff. I stopped modding...
Damn, that's a long code.
As far as the technical limitations, Kode should be able to go up to 8192 (or whatever the max size is for arrays) bits in the code.
I haven't modded WC3 for long enough that I'm a little behind on some of the technology you young 'uns are using. I see you're...
You're problem is your charmap starts with uppercase letters; it needs to start with lowercase letters and then go on to the uppercase ones for case sensitivity. It's because of a kludge I implemented to make entering case-insensitive codes case-insensitive. I outline setting the charmap...
Just want to check here, Bomber7: the code starts with Hh6shf, while you typed in Hh5shf.
Assuming that was just a mistake when you took the screenshot, try putting call BJDebugMsg(debug_dump_bits()) after you load the code and after the code is generated to make sure it's getting through the...
Interesting. My best guess is that TESH displays a newline for both \r and \n, and the newlines are marked in the map with \r\n (possibly because it was saved on my computer, which is a mac). Too minor to really bother with, though :p.
EDIT: By the way, it looks like you put the Kode code in a...