Setup
Events
Game - Time elasped 0.00 seconds of game-time
Conditions
None
Actions
Set ItemSetup[0] = no item
Set ItemSetup[1] = <whatever item1>
Set ItemSetup[2] = <whatever item2>
..
Set ItemCode[0] = ia
Set ItemCode[1] = ai
Set ItemCode[2] = kl
..
Set HeroSetup[1] = <whatever hero1>
Set HeroSetup[2] = <whatever hero2>
..
Set HeroCode[1] = a
Set HeroCode[2] = i
Save
Events
....
Conditions
....
Actions
....
....
<I wrote it on 2 min>
For Each Integer A from 1 to 2, Do Actions
If (Hero type of (Hero[Player number of (Triggering player)]) Equal to HeroSetup[Integer A])
Then Set ItCd[1] = (Integer A)
Else //Do Nothing
For Each Integer A from 1 to 2, Do Actions
For Each Integer B from 1 to 6, Do Actions
If (Item type in slot (Integer B) of (Hero[Player number of (Triggering player)])) Equal to ItemSetup[Integer A])
Then Set ItCd[Integer B] = (Integer A)
Else //Do Nothing
Set SaveCode1 = (IC[ItCd[1]] + IC[ItCd[2]] + IC[ItCd[3]] + IC[ItCd[4]] + IC[ItCd[5]] + IC[ItCd[6]] + IC[ItCd[7]]
For Each (Integer A) from 0 to ((Length of SaveCode1) - 1), do (Actions)
Set SaveCode2 = (SaveCode2 + (Substring(SaveCode1, ((Length of SaveCode1) - (Integer A)), (((Length of SaveCode1) - (Integer A))))))
Game - Display... Your loading code is : SaveCode2
I just love these kind of posts He tried so hardly to understand it poor him ( I' m just- sarcasm )Eggz said:When i paste the triggers onto my map, the hero doesn't spawn? and when i do -save it's always like 3-AAAA-AAAA-AAAA-AAAA-AAAA-A
CreateSingleStuff
Events
Player - Player 1 (Red) types a chat message containing -Random as An exact match
Player - Player 2 (Blue) types a chat message containing -Random as An exact match
Player - Player 3 (Teal) types a chat message containing -Random as An exact match
Player - Player 4 (Purple) types a chat message containing -Random as An exact match
Conditions
Actions
Set SaveLoadHasLoaded[(Player number of (Triggering player))] = True
Unit - Create 1 SaveLoadHeroesStored[(Random integer number between 1 and SaveLoadMaxHeroesStored)] for (Triggering player) at (Center of Regions[(Random integer number between 1 and 9)]) facing Default building facing degrees
Set SaveLoadPlayerHeroSingle[(Player number of (Triggering player))] = (Last created unit)
Hero - Set SaveLoadPlayerHeroSingle[(Player number of (Triggering player))] Hero-level to (Random integer number between 1 and 10), Hide level-up graphics
Set IntegerC = (Random integer number between 2 and 6)
For each (Integer A) from 1 to IntegerC, do (Actions)
Loop - Actions
Hero - Create SaveLoadItemsStored[(Random integer number between 1 and SaveLoadMaxItemsStored)] and give it to SaveLoadPlayerHeroSingle[(Player number of (Triggering player))]
Player - Set (Triggering player) Current gold to (Random integer number between 100000 and 1000000)
Player - Set (Triggering player) Current lumber to (Random integer number between 100000 and 1000000)
Set SaveLoadHasLoaded[(Player number of (Triggering player))] = True
Unit - Create 1 SaveLoadHeroesStored[(Random integer number between 1 and SaveLoadMaxHeroesStored)] for (Triggering player) at (Center of Regions[(Random integer number between 1 and 9)]) facing Default building facing degrees
Set SaveLoadPlayerHeroSingle[(Player number of (Triggering player))] = (Last created unit)
Set SaveLoadPlayerHeroSingle[(Player number of (Triggering player))] = (Last created unit)
I used a 2 digit system so people could have a default system capable of 50 heroes.
Q. How large of numbers can this thing handle? By Default? With simple Modifications?
A. 1295 Heroes, Levels, and Items. 1.6 mill gold and lumber. You can go as large as the integer system will allow though for the items. But I doubt you would go beyond 46655 for items, heroes, levels, and other small things, thats just 3 slots for each item. While gold and lumber I could see going till 5 or 6 slots in some maps. Thats easy for the code to handle by just changing Slots variables in the Initialization trigger.