Save/Load - Inventory system

XxShadyxX

I abused the rep system.
Reaction score
81
Ok I have a inventory system and i want it when you save it also saves all of your items in your other bag.
SAVE
Trigger:
  • SaveLoad Save All
    • Events
    • 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
      • -------- 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
      • Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Set Load_Off_Boolean[(Player number of (Triggering player))] = True

LOAD
Trigger:
  • 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
      • 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
      • Set has[(Player number of (Triggering player))] = False
      • -------- Try to decode what was typed --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Load_Off_Boolean[(Player number of (Triggering player))] Equal to True
        • Then - Actions
          • Game - Display to (Player group((Triggering player))) the text: The load system has...
        • Else - Actions
          • 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 PlayerUnits[(Player number of (Triggering player))] = (Last created unit)
              • -------- 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]


HOw do I do this?
 

2evil

New Member
Reaction score
16
i think this is what your looking for.

just assign items numbers and encode it in, like stats are as well
 
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