a j j bones
New Member
- Reaction score
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i am trying to use aceharts save/load code system (it is in the systems section) and it says to do a whole bunch of stuff that i dont understand . i imported all the triggers and stuff but the only thing i edited was the hereos. when i type save it gives me a code but when i load it only says some lines from the trigger, not the actual code. can someone help me configure this to make it work. thanks a ton.
Code:
SaveLoad Initialization
Events
Map initialization
Conditions
Actions
-------- List of Heroes --------
Set SaveLoad_Heroes[1] = Blood Elf Pheonix Archer
Set SaveLoad_Heroes[2] = Blood Elf Crusader
Set SaveLoad_Heroes[3] = Bloodelf Paladin
Set SaveLoad_Heroes[4] = Hero Crusader
Set SaveLoad_Heroes[5] = Blood Elf Warrior
Set SaveLoad_Heroes[6] = Blood Elf Guard
Set SaveLoad_Heroes[7] = Chaos Orc Bowman
Set SaveLoad_Heroes[8] = Death Knight
Set SaveLoad_Heroes[9] = Felhound Rider
Set SaveLoad_Heroes[10] = Gnome Warlock
Set SaveLoad_Heroes[11] = Draconion Spear Thrower
Set SaveLoad_Heroes[12] = Draconion Witch Hunter
Set SaveLoad_Heroes[13] = Draconion Zealot
Set SaveLoad_Heroes[14] = Shadow Assasin
-------- Number of Heroes --------
Set SaveLoad_Heroes_LastIndex = 14
-------- 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
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
-------- Those values need saving --------
Set Save[1] = 123
Set Save[2] = 456
Set Save[3] = 7890
-------- The number of values we have --------
Set SaveCount = 3
-------- 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
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 True
Then - Actions
-------- It worked, let's do something with it --------
For each (Integer A) from 1 to SaveCount, do (Actions)
Loop - Actions
Game - Display to (Player group((Triggering player))) the text: (Decode: + (String(Save[(Integer A)])))
Else - Actions
-------- Invalid code --------
Game - Display to (Player group((Triggering player))) the text: There's some error ...