theonlylok1
New Member
- Reaction score
- 0
These are all my triggers don't know whats wrong.
Code:
SaveLoad Initialization All
Events
Map initialization
Conditions
Actions
-------- List of Heroes --------
Set SaveLoad_Heroes[1] = |cff171717Evil|r
Set SaveLoad_Heroes[2] = |CFF9999FFIce Lord|r
Set SaveLoad_Heroes[3] = |cffFFFF00Templar Knight|r
Set SaveLoad_Heroes[4] = |cff0000FFTime Keeper|r
Set SaveLoad_Heroes[5] = |cffFF0000Legion|r
Set SaveLoad_Heroes[6] = |cff00FF00Fallen Angel|r
Set SaveLoad_Heroes[7] = |cff8000FFAssassin|r
Set SaveLoad_Heroes[8] = |cffFFFFFFWhitePhoenix|r
-------- Number of Heroes --------
Set SaveLoad_Heroes_LastIndex = 8
-------- 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] = |cff0000FFBackstab|r
Set SaveLoad_Abilities[2] = |cff0000FFBacktrack|r
Set SaveLoad_Abilities[3] = |cff0000FFBlade Beam|r
Set SaveLoad_Abilities[4] = |cff0000FFBlade of Everlasting Life|r
Set SaveLoad_Abilities[5] = |cff0000FFBlessing of Might|r
Set SaveLoad_Abilities[6] = |cff0000FFCoil of Life|r
Set SaveLoad_Abilities[7] = |cff0000FFCrusader Strike|r
Set SaveLoad_Abilities[8] = |cff0000FFFar Sight|r
Set SaveLoad_Abilities[9] = |cff0000FFFear|r (Archimonde)
Set SaveLoad_Abilities[10] = |cff0000FFFlash|r
Set SaveLoad_Abilities[11] = |cff0000FFFlurry|r
Set SaveLoad_Abilities[12] = |cff0000FFMind Blast|r
Set SaveLoad_Abilities[13] = |cff0000FFMotivation|r
Set SaveLoad_Abilities[14] = |cff0000FFMulti-Shot|r
Set SaveLoad_Abilities[15] = |cff0000FFNet|r
Set SaveLoad_Abilities[16] = |cff0000FFQuarter Strike|r
Set SaveLoad_Abilities[17] = |cff0000FFReapers Scyte|r
Set SaveLoad_Abilities[18] = |cff0000FFSeal of Vengeance|r
Set SaveLoad_Abilities[19] = |cff0000FFShadow Pain|r
Set SaveLoad_Abilities[20] = |cff0000FFThunder Teleportation|r
Set SaveLoad_Abilities[21] = |cff0000FFTime Stop|r
Set SaveLoad_Abilities[22] = |cff0000FFToxic Storm|r
Set SaveLoad_Abilities[23] = |cff0000FFWard of Invisibility|r
Set SaveLoad_Abilities[24] = |cff00FF00Basic Training|r
Set SaveLoad_Abilities[25] = |cffFF0000Crusader|r
Set SaveLoad_Abilities[26] = |cffFF0000Eviserate|r
Set SaveLoad_Abilities[27] = |cffFF0000Illusion Strike|r
Set SaveLoad_Abilities[28] = |cffFF0000Magnetic Storm|r
Set SaveLoad_Abilities[29] = |cffFF0000Shadowform|r
Set SaveLoad_Abilities[30] = |cffFF0000Stealth|r
Set SaveLoad_Abilities[31] = |cffFF0000Time Travel|r
Set SaveLoad_Abilities[32] = |cffFF0000Transdimensional Arrows|r
Set SaveLoad_Abilities[33] = |cff0000FFMana Shield|r (Neutral Hostile)
-------- Number of Abilities --------
Set SaveLoad_Abilities_LastIndex = 33
-------- 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
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))
-------- Heros Stats --------
Set SaveCount = (SaveCount + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 1 (Red)
Then - Actions
Set Save[SaveCount] = (Integer(Stats1))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 2 (Blue)
Then - Actions
Set Save[SaveCount] = (Integer(Stats2))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 3 (Teal)
Then - Actions
Set Save[SaveCount] = (Integer(Stats3))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 4 (Purple)
Then - Actions
Set Save[SaveCount] = (Integer(Stats4))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 5 (Yellow)
Then - Actions
Set Save[SaveCount] = (Integer(Stats5))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 6 (Orange)
Then - Actions
Set Save[SaveCount] = (Integer(Stats6))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 7 (Green)
Then - Actions
Set Save[SaveCount] = (Integer(Stats7))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 8 (Pink)
Then - Actions
Set Save[SaveCount] = (Integer(Stats8))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 9 (Gray)
Then - Actions
Set Save[SaveCount] = (Integer(Stats9))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 10 (Light Blue)
Then - Actions
Set Save[SaveCount] = (Integer(Stats101))
Else - Actions
Do nothing
-------- Heros Energy --------
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Intelligence of (Picked unit) (Exclude bonuses))
-------- Heros Agility --------
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Agility of (Picked unit) (Exclude bonuses))
-------- Heros Strength --------
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Strength of (Picked unit) (Exclude bonuses))
-------- 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))
Item - Make (Item carried by (Picked unit) in slot (Integer A)) Undroppable
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
-------- 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
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 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 --------
Trigger - Turn off level up <gen>
Set SaveCount = (SaveCount + 1)
Hero - Set (Last created unit) experience to Save[SaveCount], Hide level-up graphics
-------- Heros Stats --------
Trigger - Turn on level up <gen>
Set SaveCount = (SaveCount + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 1 (Red)
Then - Actions
Set Stats1 = (Real(Save[SaveCount]))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 2 (Blue)
Then - Actions
Set Stats2 = (Real(Save[SaveCount]))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 3 (Teal)
Then - Actions
Set Stats3 = (Real(Save[SaveCount]))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 4 (Purple)
Then - Actions
Set Stats4 = (Real(Save[SaveCount]))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 5 (Yellow)
Then - Actions
Set Stats5 = (Real(Save[SaveCount]))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 6 (Orange)
Then - Actions
Set Stats6 = (Real(Save[SaveCount]))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 7 (Green)
Then - Actions
Set Stats7 = (Real(Save[SaveCount]))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 8 (Pink)
Then - Actions
Set Stats8 = (Real(Save[SaveCount]))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 9 (Gray)
Then - Actions
Set Stats9 = (Real(Save[SaveCount]))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 10 (Light Blue)
Then - Actions
Set Stats101 = (Real(Save[SaveCount]))
Else - Actions
Do nothing
-------- Heros Energy --------
Set SaveCount = (SaveCount + 1)
Hero - Modify Intelligence of (Last created unit): Set to Save[SaveCount]
-------- Heros Agility --------
Set SaveCount = (SaveCount + 1)
Hero - Modify Agility of (Last created unit): Set to Save[SaveCount]
-------- Heros Strength --------
Set SaveCount = (SaveCount + 1)
Hero - Modify Strength of (Last created unit): Set to Save[SaveCount]
-------- 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])
Item - Make (Item carried by (Picked unit) in slot (Integer A)) Undroppable
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]