TriggerHappy
...
- Reaction score
- 341
I Figured i would get more attention to my problem here, rather than the Kode thread. Anyways i am trying to implement Kode into my map, all the values are saving but...... They are not loading correctly. First here's my code
[/JASS]
And then here's... Kode. Maybe i didn't follow the directions.... but as far as i can see i did (but obvisouly not :banghead
JASS:
library Kode initializer InitTrig uses KodeBase
private function Item2Int takes integer t returns integer
local integer i = 0
loop
exitwhen i >= MAX_ITEMS
if udg_Items<i> == t then
return i
endif
set i = i + 1
endloop
return -1
endfunction
function Save takes player p returns nothing
local integer i = GetPlayerId(p)
local integer l = 0
call clear_bits()
call push_int(GetHeroLevel(Hero<i>), 50)
loop
exitwhen l > 5
call push_int(Item2Int(GetItemTypeId(UnitItemInSlot(Hero<i>, i))), MAX_ITEMS)
set l = l + 1
endloop
call push_int(GetHeroStr(Hero<i>, false), 300)
call push_int(GetHeroInt(Hero<i>, false), 300)
call push_int(GetHeroAgi(Hero<i>, false), 300)
call push_int(Toughness<i>, 300)
call push_int(Initiative<i>, 300)
call push_int(Willpower<i>, 300)
call push_int(Luck<i>, 300)
call DisplayTextToPlayer(p, 0, 0, format_code(create_code(p, 10), 4))
endfunction
private function LoadHero takes nothing returns nothing
local integer id = GetPlayerId(GetTriggerPlayer())
local integer i = 0
local integer l = 0
set Hero[id] = CreateUnit(GetTriggerPlayer(), 039;HERO039;, -10569, 9786, 0)
call SetHeroLevel(Hero[id], pop_int(50), false)
loop
exitwhen i > 5
set l = pop_int(MAX_ITEMS)
call UnitAddItemById(Hero[id], udg_Items[l])
set i = i + 1
endloop
call SetHeroStr(Hero<i>, pop_int(300), false)
call SetHeroAgi(Hero<i>, pop_int(300), false)
call SetHeroInt(Hero<i>, pop_int(300), false)
set Toughness<i> = pop_int(300)
set Initiative<i> = pop_int(300)
set Willpower<i> = pop_int(300)
set Luck<i> = pop_int(300)
endfunction
private function Load takes nothing returns nothing
call LoadHero()
endfunction
//===========================================================================
private function InitTrig takes nothing returns nothing
local trigger t2 = CreateTrigger()
local integer i = 0
loop
exitwhen i > 11
call TriggerRegisterPlayerChatEvent(t2, Player(i), "-load", false)
set i = i + 1
endloop
call TriggerAddAction(t2, function Load)
endfunction
endlibrary
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And then here's... Kode. Maybe i didn't follow the directions.... but as far as i can see i did (but obvisouly not :banghead