visitor85
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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...)
Here are the triggers:
1.
2.
3.
Here are the triggers:
1.
Code:
SaveLoad Initialization All Copy
Events
Map initialization
Conditions
Actions
-------- List of Heroes --------
Set SaveLoad_Heroes[1] = Paladin
Set SaveLoad_Heroes[2] = Archmage
Set SaveLoad_Heroes[3] = Mountain King
Set SaveLoad_Heroes[4] = Blood Mage
-------- Number of Heroes --------
Set SaveLoad_Heroes_LastIndex = 4
-------- List of Items --------
Set SaveLoad_Items[1] = Claws of Attack +15
Set SaveLoad_Items[2] = Cheese
Set SaveLoad_Items[3] = Wand of Lightning Shield
Set SaveLoad_Items[4] = Magic Key Chain
-------- Number of Items --------
Set SaveLoad_Items_LastIndex = 4
-------- List of Abilities --------
Set SaveLoad_Abilities[1] = Banish
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
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)