AceHarts save/load system

eric92

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I was wondering if anyone knew how to make aceharts save/load system save abilitys. This is what i am using in my map right now, it saves hero, hero level, stats, gold, items, and all i need it to save now is abilitys.



This is just the initialization

Trigger:
  • SaveLoad Initialization All Copy
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- List of Heroes --------
      • Set SaveLoad_Heroes[1] = Priest
      • Set SaveLoad_Heroes[2] = Warrior
      • Set SaveLoad_Heroes[3] = Sorcerer
      • Set SaveLoad_Heroes[4] = Paladin
      • -------- Number of Heroes --------
      • Set SaveLoad_Heroes_LastIndex = 4
      • -------- List of Items --------
      • Set SaveLoad_Items[1] = Short Sword
      • Set SaveLoad_Items[2] = |cff00EE00Smith Sword|r|n
      • Set SaveLoad_Items[3] = Leather Armor
      • Set SaveLoad_Items[4] = Wooden Shield
      • Set SaveLoad_Items[5] = Chainmail
      • -------- Number of Items --------
      • Set SaveLoad_Items_LastIndex = 5
      • -------- List of Abilities --------
      • Set SaveLoad_Abilities[1] = Bash
      • Set SaveLoad_Abilities[2] = Flame Strike
      • Set SaveLoad_Abilities[3] = Phoenix
      • Set SaveLoad_Abilities[4] = Siphon Mana
      • -------- Number of Abilities --------
      • Set SaveLoad_Abilities_LastIndex = 4
      • -------- These three lines may be changed if needed --------
      • Set SaveLoad_Alphabet = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
      • Set SaveLoad_CaseSensitive = False
      • Set SaveLoad_UsePlayername = True
      • -------- 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






The save part

Trigger:
  • SaveLoad Save All Copy
    • Events
      • Player - Player 1 (Red) types a chat message containing -save as An exact match
        • Conditions
    • Actions
      • -------- Prepare the save array with this player's Hero --------
      • Set SaveCount = 0
      • Set UnitGroup = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))
      • 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 )
          • Game - Display to (Player group((Triggering player))) the text: (Save[1]= + (String(Save[SaveCount])))
          • -------- Hero level --------
          • 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)))))
          • -------- Player's Gold --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = ((Triggering player) Current gold)
          • -------- Save Profession Levels --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = Fishing_Level[(Player number of (Triggering player))]
          • -------- Savehero STR/AGI/WIS --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Strength of (Picked unit) (Exclude bonuses))
          • Game - Display to (Player group((Triggering player))) the text: (Strength: + (String(Save[SaveCount])))
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Agility of (Picked unit) (Exclude bonuses))
          • Game - Display to (Player group((Triggering player))) the text: (Agility: + (String(Save[SaveCount])))
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Intelligence of (Picked unit) (Exclude bonuses))
          • Game - Display to (Player group((Triggering player))) the text: (Wisdom: + (String(Save[SaveCount])))
          • -------- 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 )
                  • Game - Display to (Player group((Triggering player))) the text: (Item Saved: + (Name of TempItem))
                • 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 160.00 seconds the text: Code





The load part

Trigger:
  • SaveLoad Load All Copy
    • Events
      • Player - Player 1 (Red) 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 Hero --------
      • Game - Display to (All players) the text: (String(Save[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
      • -------- Position --------
      • Set SaveCount = (SaveCount + 1)
      • Unit - Move (Last created unit) instantly to (Point((Real(Save[SaveCount])), (Real(Save[(SaveCount + 1)]))))
      • Player - Set (Triggering player) Current lumber to 0
      • Wait 0.02 seconds
      • Unit - Move (Last created unit) instantly to (Center of Region 140 <gen>)
      • Camera - Pan camera for (Owner of (Last created unit)) to (Center of Region 140 <gen>) over 0.00 seconds
      • Set SaveCount = (SaveCount + 1)
      • -------- Restore Gold --------
      • Set SaveCount = (SaveCount + 1)
      • Player - Set (Triggering player) Current gold to Save[SaveCount]
      • Set SaveCount = (SaveCount + 1)
      • -------- Restore Professions --------
      • Set Fishing_Level[(Player number of (Triggering player))] = Save[SaveCount]
      • Set SaveCount = (SaveCount + 1)
      • -------- Set stats STR/AGI/INT --------
      • Hero - Modify Strength of (Last created unit): Set to Save[SaveCount]
      • Set SaveCount = (SaveCount + 1)
      • Hero - Modify Agility of (Last created unit): Set to Save[SaveCount]
      • Set SaveCount = (SaveCount + 1)
      • Hero - Modify Intelligence of (Last created unit): Set to Save[SaveCount]
      • Set SaveCount = (SaveCount + 1)
      • -------- Recreate all items --------
      • 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)
      • 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)
      • 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)
      • 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)
      • 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)
      • 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)
 

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Reaction score
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it would be great if someone helped on this :/ i couldn't never get acehearts system to save abilities and their lvls either...

and i dont count this as a bump :p i think its more of a.... "i second this problem" kinda thing :p
 
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