Denegoth
New Member
- Reaction score
- 18
So I used AceHart's save/load code, as it's the best one to use I've found so far. I'm having two problems with it:
1: It sometimes doesn't load
2: When it does load, it saves only one item at a time.
I'll post all code below:
1: It sometimes doesn't load
2: When it does load, it saves only one item at a time.
I'll post all code below:
Trigger:
- SaveLoad Initialization Hero
- Events
- Map initialization
- Conditions
- Actions
- -------- List of Heroes --------
- Set SaveLoad_Heroes[1] = Villager [ Agile ]
- Set SaveLoad_Heroes[2] = Villager [ Smart ]
- Set SaveLoad_Heroes[3] = Villager [ Strong ]
- Set SaveLoad_Heroes[4] = Villager [ Agile ]
- Set SaveLoad_Heroes[5] = Villager [ Smart ]
- Set SaveLoad_Heroes[6] = Villager [ Strong ]
- -------- Number of Heroes --------
- Set SaveLoad_Heroes_LastIndex = 6
- -------- List of Items --------
- Set SaveLoad_Items[1] = Mortar and Pestle
- Set SaveLoad_Items[2] = Lockpick
- Set SaveLoad_Items[3] = Pruners
- Set SaveLoad_Items[4] = Bronze Axe
- -------- Number of Items --------
- Set SaveLoad_Items_LastIndex = 4
- -------- List of Abilities --------
- Set SaveLoad_Abilities[1] = Acid Bomb
- -------- Number of Abilities --------
- Set SaveLoad_Abilities_LastIndex = 1
- -------- These three lines may be changed if needed --------
- Set SaveLoad_Alphabet = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
- Set SaveLoad_CaseSensitive = False
- Set SaveLoad_UsePlayername = False
- -------- Required: false --------
- Set SaveLoad_Initialized = False
- -------- Leave as is. Used to autocreate variables when copy & pasting to a new map --------
- Set Code = AceHart
- Set Save[1] = 0
- Set SaveCount = 1
- Set Validate = False
- Set SaveLoad_Compress[1] = 0
- Set SaveLoad_Uncompress[1] = 0
- Events
Trigger:
- SaveLoad Save Hero
- 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
- Conditions
- Actions
- -------- Prepare the save array with this player's Hero --------
- Set SaveCount = 0
- -------- Take all Heroes (assumes there is only one) --------
- 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 )
- -------- Hero level --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Hero level of (Picked unit))
- -------- Gold --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = ((Triggering player) Current gold)
- -------- Save Skills --------
- -------- Alchemy --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = Alchemy_Level[(Player number of (Triggering player))]
- -------- Gardening --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = Gardening_Level[(Player number of (Triggering player))]
- -------- Magic --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = Magic_Level[(Player number of (Triggering player))]
- -------- Security --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = Security_Level[(Player number of (Triggering player))]
- -------- Woodcutting --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = Woodcutting_Level[(Player number of (Triggering player))]
- -------- 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 Hero[(Player number of (Triggering player))] in slot (Integer A)) is owned) Equal to True
- Then - Actions
- -------- The actual item --------
- Set SaveCount = (SaveCount + 1)
- Set TempItem = (Item carried by Hero[(Player number of (Triggering player))] in slot (Integer A))
- Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Loop - 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
- Game - Display to (Player group((Triggering player))) for 60.00 seconds the text:
- Events
Trigger:
- SaveLoad Load Hero
- 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
- Conditions
- (Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
- (Length of (Entered chat string)) Greater than 6
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Hero[(Player number of (Triggering player))] Equal to No unit
- Then - Actions
- Else - Actions
- Game - Display to (Player group((Triggering player))) the text: You already have a ...
- Skip remaining actions
- If - Conditions
- -------- 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
- If - Conditions
- -------- It worked, let's do something with it --------
- Unit Group - Pick every unit in (Units owned by (Triggering player) of type Hero Selection) and do (Actions)
- Loop - Actions
- Unit - Remove (Picked unit) from the game
- Loop - Actions
- 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
- Loop - Actions
- Set 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 Hero[(Player number of (Triggering player))] = (Last created unit)
- Set SaveCount = (SaveCount + 1)
- Hero - Set (Last created unit) Hero-level to Save[SaveCount], Hide level-up graphics
- Set SaveCount = (SaveCount + 1)
- Player - Set (Triggering player) Current gold to Save[SaveCount]
- -------- Alchemy --------
- Set SaveCount = (SaveCount + 1)
- Set Alchemy_Level[(Player number of (Triggering player))] = Save[SaveCount]
- -------- Gardening --------
- Set SaveCount = (SaveCount + 1)
- Set Gardening_Level[(Player number of (Triggering player))] = Save[SaveCount]
- -------- Magic --------
- Set SaveCount = (SaveCount + 1)
- Set TempLoader = (Triggering player)
- For each (Integer A) from 1 to Save[SaveCount], do (Actions)
- Loop - Actions
- Set Magic_Level[(Player number of (Triggering player))] = (Integer A)
- Trigger - Run Magiccheck <gen> (ignoring conditions)
- Loop - Actions
- -------- Security --------
- Set SaveCount = (SaveCount + 1)
- Set Security_Level[(Player number of (Triggering player))] = Save[SaveCount]
- -------- Woodcutting --------
- Set SaveCount = (SaveCount + 1)
- Set Woodcutting_Level[(Player number of (Triggering player))] = Save[SaveCount]
- -------- Items --------
- 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])
- Hero - Create TempItemType and give it to (Last created unit)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events