2 Saves, 2 Loads, /w AceHart

maxou

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Hello guys, as you can see the title, my problem is related to AceHart's SaveLoad, in my orpg, I had so many data to save, that I did 2 saves & 2 loads to keep everything okay (codes would become so long that you couldn't write everything in warcraft's chat).

Here are the triggers :
(Note: I'm actually a french baguette, so I translated as good as I could for you guys, I might have forgot some words :/)
Code:
Save 1
    Event
        Player - Player 1 (Red) types a chat message containing -save as exact string
    Conditions
    Actions
        -------- Prepare the save array --------
        Set SaveCount = 0
        -------- Take all Heroes --------
        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
                -------- Save the Hero --------
                Set SaveCount = (SaveCount + 1)
                Set TempUnit = (Picked unit)
                Custom script:  set udg_Save[udg_SaveCount] = SaveLoad_Unit2Integer( udg_TempUnit )
                -------- Abilities --------
                For each (Integer C) from 1 to ChoiceHeroes_ButtonsNumber, do (Actions)
                    Boucle - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Unit-type of (Picked unit)) equal to BonusStats_UnitType[C]
                            Then - Actions
                                Set SaveCount = (SaveCount + 1)
                                Set Save[SaveCount] = (Level of BonusStats_Passive[((C x 9) - 8)] for (Picked unit))
                                Set SaveCount = (SaveCount + 1)
                                Set Save[SaveCount] = (Level of BonusStats_Passive[((C x 9) - 7)] for (Picked unit))
                                Set SaveCount = (SaveCount + 1)
                                Set Save[SaveCount] = (Level of BonusStats_Passive[((C x 9) - 6)] for (Picked unit))
                                Set C = ChoiceHeroes_ButtonsNumber
                            Else - Actions
                -------- Gold --------
                Set SaveCount = (SaveCount + 1)
                Set Save[SaveCount] = ((Triggering player) actual Gold)
                -------- Wood --------
                Set SaveCount = (SaveCount + 1)
                Set Save[SaveCount] = ((Triggering player) actual Wood)
                -------- Boost stats --------
                Set SaveCount = (SaveCount + 1)
                Set Save[SaveCount] = (Level of Bonus de stats [quests]  for (Picked unit))
                -------- Hero experience --------
                Set SaveCount = (SaveCount + 1)
                Set Save[SaveCount] = (Hero experience 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) Egal 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 --------
        Game - Display to (Player group((Triggering player))) for 300.00 seconds the text: Your 1st code:
        Game - Display to (Player group((Triggering player))) for 300.00 seconds the text: Code
Code:
Load 1
    Event
        Joueur - Joueur 1 (Rouge) 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)) superior to 6
    Actions
        -------- Try to decode --------
        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 is a error in your code!
                Skip remaining actions
            Else - Actions
        -------- It worked --------
        Set Load_WaitingDrop[(Player number of (Triggering player))] = TRUE
        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
        Custom script:  set udg_TempUnitType = SaveLoad_Integer2Unit(udg_Save[udg_SaveCount])
        Unit - Create 1 TempUnitType for (Triggering player) at (Center of Drop_Regions[(Player number of (Triggering player))]) facing random angle
        For each (Integer C) from 1 to ChoiceHeroes_ButtonsNumber, do (Actions)
            Boucle - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Unit-type of (Last created unit)) equal to BonusStats_UnitType[C]
                    Then - Actions
                        Set SaveCount = (SaveCount + 1)
                        Unit - Add BonusStats_Passive[(((Integer B) x 9) - 8)] to (Last created unit)
                        Unit - Set level of BonusStats_Passive[(((Integer B) x 9) - 8)] for (Last created unit) to Save[SaveCount]
                        Set SaveCount = (SaveCount + 1)
                        Unit - Add BonusStats_Passive[(((Integer B) x 9) - 7)] to (Last created unit)
                        Unit - Set level of BonusStats_Passive[(((Integer B) x 9) - 7)] for (Last created unit) to Save[SaveCount]
                        Set SaveCount = (SaveCount + 1)
                        Unit - Add BonusStats_Passive[(((Integer B) x 9) - 6)] to (Last created unit)
                        Unit - Set level of BonusStats_Passive[(((Integer B) x 9) - 6)] for (Last created unit) to Save[SaveCount]
                        Set C = ChoiceHeroes_ButtonsNumber
                    Else - Actions
        Set SaveCount = (SaveCount + 1)
        Joueur - Set (Triggering player) actual Gold to Save[SaveCount]
        Set SaveCount = (SaveCount + 1)
        Joueur - Set (Triggering player) actual Wood to Save[SaveCount]
        Set SaveCount = (SaveCount + 1)
        Unit - Add Bonus de stats [quests]  to (Last created unit)
        Unit - Set level of Bonus de stats [quests]  for (Last created unit) to Save[SaveCount]
        Set SaveCount = (SaveCount + 1)
        Heroes - Add Save[SaveCount] experience to (Last created unit), Hide level-up graphics
        Set SaveCount = (SaveCount + 1)
        For each (Integer A) from 1 to Save[SaveCount], do (Actions)
            Loop - Actions
                Set SaveCount = (SaveCount + 1)
                Custom script:  set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
                Heroes - Create TempItemType and give it to (Last created unit)
                Set SaveCount = (SaveCount + 1)
                Items - Set charges remaining in (Last created item) to Save[SaveCount]
The first save load basically save : Herotype, Level of 3 spell relative to your herotype, Gold&Wood, Boost related to completed quests, HeroExperience, Items, Stack of your items (potions etc..)
 

maxou

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The second Save :
Code:
 Save 2
    Event
        Joueur - Joueur 1 (Rouge) types a chat message containing -save as exact string
    Conditions
    Actions
        -------- Prepare the save array --------
        Set SaveCount = 0
        -------- Ressources --------
        For each (Integer A) from 1 to Ressources_MaxRessources, do (Actions)
            Loop - Actions
                Set SaveCount = (SaveCount + 1)
                Set Save[SaveCount] = Ressources_NumberOfRessources[(((Integer A) x Ressources_MaxRessources) + ((Player number of (Triggering player)) - Ressources_MaxRessources))]
        -------- Quests --------
        For each (Integer A) from 1 to Integer_Max_Quest, do (Actions)
            Loop - Actions
                Set SaveCount = (SaveCount + 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Load (Integer A) of (Player number of (Triggering player)) from Quest_Hashtable) equal to 3
                    Then - Actions
                        Set Save[SaveCount] = 3
                    Else - Actions
                        Set Save[SaveCount] = 0
        -------- Turn values into code --------
        Custom script:  set udg_Code = SaveLoad_Encode()
        -------- Show code to player --------
        Partie - Display to (Player group((Triggering player))) for 300.00 seconds the text: Your 2nd code:
        Partie - Display to (Player group((Triggering player))) for 300.00 seconds the text: Code
There is actually 7 differents ressources and 5 quests (Ressources_MaxRessources=7, Integer_Max_Quest=5)

The 2nd Load :
Code:
Load 2
    Event
        Joueur - Joueur 1 (Rouge) types a chat message containing -load2  as a substring
    Conditions
        (Substring((Entered chat string), 1, 7)) equal to (Matched chat string)
        (Length of (Entered chat string)) superior to 7
    Actions
        -------- Try to decode --------
        Set Code = (Substring((Entered chat string), 8, (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 is an error in your code!
                Skip remaining actions
            Else - Actions
        -------- It worked --------
        Set Load_WaitingDrop[(Player number of (Triggering player))] = FALSE
        Set SaveCount = 0
        For each (Integer A) from 1 to Ressources_MaxRessources, do (Actions)
            Loop - Actions
                Set SaveCount = (SaveCount + 1)
                Set Ressources_NumberOfRessources[(((Integer A) x Ressources_MaxRessources) + ((Player number of (Triggering player)) - Ressources_MaxRessources))] = Save[SaveCount]
        For each (Integer A) from 1 to Integer_Max_Quest, do (Actions)
            Loop - Actions
                Set SaveCount = (SaveCount + 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Save[SaveCount] equal to 3
                    Then - Actions
                        Hashtable - Save 3 as (Integer A) of (Player number of (Triggering player)) in Quest_Hashtable
                    Else - Actions
                        Hashtable - Save 0 as (Integer A) of (Player number of (Triggering player)) in Quest_Hashtable


So I hope you guys can help me, that's the 1st time I split a save load in 2 codes, and I hope you guys can help me. Thank you for at last reading and trying to help me guys!
 

maxou

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Okay after some test, the problem comes from the 1st save/load.. anyone got an idea? As I can see it only load 1 item.
 
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