Save/Load Not Saving/Loading Abilities

Fire-Wolf

S.P.D Smoke Pot Daily, Legalize It!
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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:
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
          • 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
          • -------- Add all abilities --------
      • -------- 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.)

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
      • -------- 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
      • -------- 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)
          • -------- 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]
          • 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() )
              • Set SaveCount = (SaveCount + 1)

Edit: Sorry spoilers arn't working.
 

seansucks

New Member
Reaction score
0
i'm having this same problem actually.
how did you get the lumber and gold to not share the same number? i have it set up exactly like yours and the gold and the lumber load as the same number.

i sent acehart a message but i guess he doesn't reply to them. ;\
 

Fire-Wolf

S.P.D Smoke Pot Daily, Legalize It!
Reaction score
54
I don't get what you mean AceHart, do you mean the initial value of TempInteger?
And um.. It gets +1 added to it?
EDIT: Im using the way you saved abilities in your test map, only slightly modified to save triggered abilities.

EDIT: I got it to work!! It was because I forgot the setting of TempInteger! Thank you AceHart! +Rep!(Or not need to spread it around.)
 
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