hey all, I'm having a big problem with aceharts save/load code... What I try to do is: create a save code when the game ends instead of having to type -save everytime to save your code... Now my problem is:
whenever I try to show a code without having to type -save the code is invalid for some reason... here is the trigger I used to create the save codes at the end of the game:
the load trigger I used:
So the problem is that whenever I want to load my code it shows that it is an invalid code....
Now whenever I used this trigger it worked perfectly:
but thats not what i want to accomplish... If someone can help me out on this he/she definitly deserves my rep and gratitude!
whenever I try to show a code without having to type -save the code is invalid for some reason... here is the trigger I used to create the save codes at the end of the game:
Trigger:
- My game is ending
- Events
- My game ends <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />
- Conditions
- Actions
- Set Save[1] = Total_Score_of_player[1]
- Set Save[2] = double_kills_player[1]
- Set Save[3] = triple_kills_player[1]
- Set Save[4] = overkills_player[1]
- Set Save[5] = killtaculars_player[1]
- Set Save[6] = killtrocitys_player[1]
- Set Save[7] = killinmanjaros_player[1]
- Set SaveCount = 7
- Custom script: set udg_Code = SaveLoad_Encode()
- Game - Display to Player Group - Player 1 (Red) for 60.00 seconds the text: Code
- Set Save[1] = Total_Score_of_player[2]
- Set Save[2] = double_kills_player[2]
- Set Save[3] = triple_kills_player[2]
- Set Save[4] = overkills_player[2]
- Set Save[5] = killtaculars_player[2]
- Set Save[6] = killtrocitys_player[2]
- Set Save[7] = killinmanjaros_player[2]
- Set SaveCount = 7
- Custom script: set udg_Code = SaveLoad_Encode()
- Game - Display to Player Group - Player 2 (Blue) for 60.00 seconds the text: Code
- Set Save[1] = Total_Score_of_player[3]
- Set Save[1] = Total_Score_of_player[3]
- Set Save[2] = double_kills_player[3]
- Set Save[3] = triple_kills_player[3]
- Set Save[4] = overkills_player[3]
- Set Save[5] = killtaculars_player[3]
- Set Save[6] = killtrocitys_player[3]
- Set Save[7] = killinmanjaros_player[3]
- Set SaveCount = 7
- Custom script: set udg_Code = SaveLoad_Encode()
- Game - Display to Player Group - Player 3 (Teal) for 60.00 seconds the text: Code
- Set Save[2] = double_kills_player[4]
- Set Save[3] = triple_kills_player[4]
- Set Save[4] = overkills_player[4]
- Set Save[5] = killtaculars_player[4]
- Set Save[6] = killtrocitys_player[4]
- Set Save[7] = killinmanjaros_player[4]
- Set SaveCount = 7
- Custom script: set udg_Code = SaveLoad_Encode()
- Game - Display to Player Group - Player 4 (Purple) for 60.00 seconds the text: Code
- Set Save[2] = double_kills_player[5]
- Set Save[3] = triple_kills_player[5]
- Set Save[4] = overkills_player[5]
- Set Save[5] = killtaculars_player[5]
- Set Save[6] = killtrocitys_player[5]
- Set Save[7] = killinmanjaros_player[5]
- Set SaveCount = 7
- Custom script: set udg_Code = SaveLoad_Encode()
- Game - Display to Player Group - Player 5 (Yellow) for 60.00 seconds the text: Code
- Set Save[1] = Total_Score_of_player[6]
- Set Save[2] = double_kills_player[6]
- Set Save[3] = triple_kills_player[6]
- Set Save[4] = overkills_player[6]
- Set Save[5] = killtaculars_player[6]
- Set Save[6] = killtrocitys_player[6]
- Set Save[7] = killinmanjaros_player[6]
- Set SaveCount = 7
- Custom script: set udg_Code = SaveLoad_Encode()
- Game - Display to Player Group - Player 6 (Orange) for 60.00 seconds the text: Code
- Set Save[1] = Total_Score_of_player[7]
- Set Save[2] = double_kills_player[7]
- Set Save[3] = triple_kills_player[7]
- Set Save[4] = overkills_player[7]
- Set Save[5] = killtaculars_player[7]
- Set Save[6] = killtrocitys_player[7]
- Set Save[7] = killinmanjaros_player[7]
- Set SaveCount = 7
- Custom script: set udg_Code = SaveLoad_Encode()
- Game - Display to Player Group - Player 7 (Green) for 60.00 seconds the text: Code
- Set Save[1] = Total_Score_of_player[8]
- Set Save[1] = Total_Score_of_player[8]
- Set Save[2] = double_kills_player[8]
- Set Save[3] = triple_kills_player[8]
- Set Save[4] = overkills_player[8]
- Set Save[5] = killtaculars_player[8]
- Set Save[6] = killtrocitys_player[8]
- Set Save[7] = killinmanjaros_player[8]
- Set SaveCount = 7
- Custom script: set udg_Code = SaveLoad_Encode()
- Game - Display to Player Group - Player 8 (Pink) for 60.00 seconds the text: Code
- Set Save[2] = double_kills_player[9]
- Set Save[3] = triple_kills_player[9]
- Set Save[4] = overkills_player[9]
- Set Save[5] = killtaculars_player[9]
- Set Save[6] = killtrocitys_player[9]
- Set Save[7] = killinmanjaros_player[9]
- Set SaveCount = 7
- Custom script: set udg_Code = SaveLoad_Encode()
- Game - Display to Player Group - Player 9 (Gray) for 60.00 seconds the text: Code
- Set Save[2] = double_kills_player[10]
- Set Save[3] = triple_kills_player[10]
- Set Save[4] = overkills_player[10]
- Set Save[5] = killtaculars_player[10]
- Set Save[6] = killtrocitys_player[10]
- Set Save[7] = killinmanjaros_player[10]
- Set SaveCount = 7
- Custom script: set udg_Code = SaveLoad_Encode()
- Game - Display to Player Group - Player 10 (Light Blue) for 60.00 seconds the text: Code
- Events
the load trigger I used:
Trigger:
- SaveLoad Load
- 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
- -------- 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 True
- Then - Actions
- For each (Integer A) from 1 to SaveCount, do (Actions)
- Loop - Actions
- Set Total_Score_of_player[(Integer A)] = Save[1]
- Set double_kills_player[(Integer A)] = Save[2]
- Set triple_kills_player[(Integer A)] = Save[3]
- Set overkills_player[(Integer A)] = Save[4]
- Set killtaculars_player[(Integer A)] = Save[5]
- Set killtrocitys_player[(Integer A)] = Save[6]
- Set killinmanjaros_player[(Integer A)] = Save[7]
- Loop - Actions
- For each (Integer A) from 1 to SaveCount, do (Actions)
- Else - Actions
- Game - Display to (Player group((Triggering player))) the text: Invalid Code!
- If - Conditions
- Events
So the problem is that whenever I want to load my code it shows that it is an invalid code....
Now whenever I used this trigger it worked perfectly:
Trigger:
- SaveLoad Save
- 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
- -------- Those values need saving --------
- Set Save[1] = Total_Score_of_player[(Player number of (Triggering player))]
- Set Save[2] = double_kills_player[(Player number of (Triggering player))]
- Set Save[3] = triple_kills_player[(Player number of (Triggering player))]
- Set Save[4] = overkills_player[(Player number of (Triggering player))]
- Set Save[5] = killtaculars_player[(Player number of (Triggering player))]
- Set Save[6] = killtrocitys_player[(Player number of (Triggering player))]
- Set Save[7] = killinmanjaros_player[(Player number of (Triggering player))]
- Set Save[8] = killtastrophes_player[(Player number of (Triggering player))]
- Set Save[9] = killpocalypses_player[(Player number of (Triggering player))]
- Set Save[10] = killionaires_player[(Player number of (Triggering player))]
- -------- The number of values we have --------
- Set SaveCount = 10
- -------- 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
- Events
but thats not what i want to accomplish... If someone can help me out on this he/she definitly deserves my rep and gratitude!