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:
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:
Load:
Does anyone have any idea on why this isn't working?
Original system: http://www.thehelper.net/forums/showthread.php?t=49392
Thanks!
LiVam.
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
- If - Conditions
- Events
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
- 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
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Integer B)
- Else - Actions
- If - Conditions
- 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
- Events
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
- 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
- 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]
- 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
- For each (Integer B) from 1 to Save[(SaveCount + 1)], do (Actions)
- Loop - Actions
- Set SaveCount = (SaveCount + 1)
- Loop - Actions
- Events
Does anyone have any idea on why this isn't working?
Original system: http://www.thehelper.net/forums/showthread.php?t=49392
Thanks!
LiVam.