Save/Load system not Saving/Loading Abilities (AceHarts)

LiVam

New Member
Reaction score
1
It's been over a week, and day after day I've attempted to find a solution to why things aren't working out as I want them to.

The system is saving everything except the abilities, which I am adding to the hero randomly using a trigger like this:

Trigger:
  • Abilties and Weapons
    • Events
      • Unit - A unit Gains a level
    • Conditions
      • (Unit-type of (Leveling Hero)) Not equal to SaveHeroTempType
      • ((Leveling Hero) is A Hero) Equal to True
    • Actions
      • Set LevelupRandomAbilitynt = (Random integer number between 1 and 20)
      • -------- ABILITIES --------
      • -------- Net --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Net for (Leveling Hero)) Less than 1
          • LevelupRandomAbilitynt Equal to 1
        • Then - Actions
          • Unit - Set level of SaveLoad_Abilities[(Integer B)] for (Leveling Hero) to (SaveLoad_Abilities_LastIndex + 1)
          • EGUI - Simulate an error message for (Owner of (Leveling Hero)) with the message Your Brute has gained a |cff7777aaNet|r!
          • Unit - Add Net to (Leveling Hero)
        • Else - Actions
          • Do nothing



The abilities are all Hero abilities, but aren't actually "owned" by the hero to begin with.

Here is my latest attempt at the Save/Load triggers:



Save:
Trigger:
  • SaveLoad Save All
    • Events
      • Player - Any player 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 )
          • -------- Attributes Endurance --------
          • -------- Attributes Endurance --------
          • -------- Attributes Endurance --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Strength of (Picked unit) (Include bonuses))
          • -------- Attributes Speed --------
          • -------- Attributes Speed --------
          • -------- Attributes Speed --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Agility of (Picked unit) (Include bonuses))
          • -------- Attributes Strength --------
          • -------- Attributes Strength --------
          • -------- Attributes Strength --------
          • Set SaveCount = (SaveCount + 1)
          • Set Save[SaveCount] = (Intelligence of (Picked unit) (Include bonuses))
          • -------- Attributes Strength --------
          • -------- 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
          • 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
              • Set SaveCount = (SaveCount + 1)
              • Set Save[SaveCount] = (Integer B)
            • 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



Load:

Trigger:
  • SaveLoad Load All
    • Events
      • Player - Any player 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 TempInteger = SaveCount
      • 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 A) 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])
          • Set SaveHeroTempType = TempUnitType
          • Unit - Create 1 TempUnitType for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
          • Wait 0.05 seconds
          • -------- Restore Attributes --------
          • -------- Restore Attributes --------
          • -------- Restore Attributes --------
          • Set SaveCount = (SaveCount + 1)
          • Hero - Modify Strength of (Last created unit): Set to Save[SaveCount]
          • -------- Restore Attributes --------
          • -------- Restore Attributes --------
          • Set SaveCount = (SaveCount + 1)
          • Hero - Modify Agility of (Last created unit): Set to Save[SaveCount]
          • -------- Restore Attributes --------
          • -------- Restore Attributes --------
          • Set SaveCount = (SaveCount + 1)
          • Hero - Modify Intelligence of (Last created unit): Set to Save[SaveCount]
          • -------- Restore Attributes --------
          • -------- Restore Attributes --------
          • -------- Restore Attributes --------
          • -------- 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)
          • Set SaveHeroTempType = No unit-type
          • 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)



Does anyone have any idea on why this isn't working? :)


Original system: http://www.thehelper.net/forums/showthread.php?t=49392

Thanks!

LiVam.
 

UndeadDragon

Super Moderator
Reaction score
447
I haven't checked through all triggers, but in the first trigger you use

Trigger:
  • Unit - Set level of SaveLoad_Abilities[(Integer B)] for (Leveling Hero) to (SaveLoad_Abilities_LastIndex + 1)


There is not a For Each Integer B.
 

LiVam

New Member
Reaction score
1
I haven't checked through all triggers, but in the first trigger you use

Trigger:
  • Unit - Set level of SaveLoad_Abilities[(Integer B)] for (Leveling Hero) to (SaveLoad_Abilities_LastIndex + 1)


There is not a For Each Integer B.

In the load trigger there is, at the bottom. :rolleyes:
 
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