Save/Load Code, Yet Another

DarK_L3g10N

New Member
deci imi da script errors la „SaveLoad Load” si la „SaveLoad Save”
si scrie mai jos „set udg_Validate = SaveLoad_Decode( udg_Code )”
si „set udg_Save[udg_SaveCount] = SaveLoad_Unit2Integer( udg_TempUnit )”
ce ar trebui sa fac??????????????
 

DarK_L3g10N

New Member
sorry do not speak English
So it gives me script errors on "SaveLoad Load" and "Save SaveLoad"
and write down the set udg_Validate = SaveLoad_Decode (udg_Code)
and "set udg_Save [udg_SaveCount] = SaveLoad_Unit2Integer (udg_TempUnit)
Why should I do ??????????????
I do not know English
:))
 

Warplord

Cool Member
I really like that but ... can someone tell me one small question?

I want the system to save non-hero abilities, which are added to the hero during the game. It doesn't do it right now. Can anyone write what lines should I add to the save/load/init triggers? THank you.
 

visitor85

New Member
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...)

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)
 

Scytharius

You can change this now in User CP.
Can anybody tell me how to increase the hero cap for saving and loading with this system? This system only saves 5 heroes, I need it so it saves at least 10. I looked at the system 7 times and I can't find out how. Anybody know how?
 

Scytharius

You can change this now in User CP.
Can anybody tell me how to increase the hero cap for saving and loading with this system? This system only saves 5 heroes, I need it so it saves at least 10. I looked at the system 7 times and I can't find out how. Anybody know how?

Save 10 heroes per player I mean.
 
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