Fire-Wolf
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Ok the title explains the problem, but i have yet to find the solution. I need to save abilities for my rpg, because what is an rpg without abilities? Im using AceHart's save/load system. When I save, it works fine. Then the next time i try to load, the abilities don't load. Everything else works perfectly, except abilities. You gain abilities through triggers not by learning them. Here are the triggers:
Save:
Load:
Edit: Sorry spoilers arn't working.
Save:
Trigger:
- 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
- Player - Player 5 (Yellow) types a chat message containing -save as An exact match
- Player - Player 6 (Orange) types a chat message containing -save as An exact match
- Player - Player 7 (Green) types a chat message containing -save as An exact match
- Player - Player 8 (Pink) types a chat message containing -save as An exact match
- Player - Player 9 (Gray) types a chat message containing -save as An exact match
- Player - Player 10 (Light Blue) 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)
- -------- Player's Lumber --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = ((Triggering player) Current lumber)
- -------- Take all Heroes --------
- Set UnitGroup = (Units owned by (Triggering player))
- 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))
- -------- Ability --------
- -------- Hero Experience --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Strength of (Picked unit) (Exclude bonuses))
- -------- Hero Experience --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Agility of (Picked unit) (Exclude bonuses))
- -------- Hero Experience --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Intelligence of (Picked unit) (Exclude bonuses))
- -------- 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
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer B) 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 B)] for (Picked unit)) Greater than 0
- Then - Actions
- -------- The actual ability --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Integer B)
- -------- Its level --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Level of SaveLoad_Abilities[(Integer B)] for (Picked unit))
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- -------- Add all abilities --------
- Loop - 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 + |cffffba0eThis Code is Case Sensitive! Press F9 if you need help on saving and loading.)
- Events
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
- (Number of units in (Units owned by (Triggering player))) Equal to 0
- (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
- If - Conditions
- -------- 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
- Loop - Actions
- -------- Restore Gold --------
- Set SaveCount = 1
- Player - Set (Triggering player) Current gold to Save[SaveCount]
- -------- Restore Lumber --------
- Set SaveCount = (SaveCount + 1)
- Player - Set (Triggering player) Current lumber 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 (Center of Region 000 <gen>) facing Default building facing degrees
- Camera - Pan camera for (Triggering player) to (Center of Region 000 <gen>) over 1.00 seconds
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Last created unit) is A Hero) Equal to True
- Then - Actions
- Set Player[(Player number of (Triggering player))] = (Last created unit)
- Set Unit = (Last created unit)
- Else - Actions
- Set Companion = (Last created unit)
- Custom script: call SetCompanion(udg_Unit, udg_Companion)
- If - Conditions
- -------- Set Experience --------
- Set SaveCount = (SaveCount + 1)
- Hero - Set (Last created unit) experience to Save[SaveCount], Hide level-up graphics
- Set PlayerLvl[(Player number of (Triggering player))] = (Hero level of (Last created unit))
- Set HasGuy[(Player number of (Triggering player))] = True
- -------- Set Abilitys --------
- -------- Set Experience --------
- Set SaveCount = (SaveCount + 1)
- Hero - Modify Strength of (Last created unit): Set to Save[SaveCount]
- -------- Hero Experience --------
- Set SaveCount = (SaveCount + 1)
- Hero - Modify Agility of (Last created unit): Set to Save[SaveCount]
- -------- Hero Experience --------
- Set SaveCount = (SaveCount + 1)
- Hero - Modify Intelligence of (Last created unit): Set to Save[SaveCount]
- -------- 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]
- Loop - Actions
- For each (Integer SaveCount) from (SaveCount + 1) to TempInteger, do (Actions)
- Loop - Actions
- For each (Integer B) from 1 to Save[(SaveCount + 1)], do (Actions)
- Loop - Actions
- Custom script: call UnitAddAbilityBJ( udg_SaveLoad_Abilities[ udg_Save[ udg_SaveCount ] ], GetLastCreatedUnit() )
- Loop - Actions
- Set SaveCount = (SaveCount + 1)
- For each (Integer B) from 1 to Save[(SaveCount + 1)], do (Actions)
- Loop - Actions
- Loop - Actions
- Events
Edit: Sorry spoilers arn't working.