- Joined
- Jul 1, 2010
- Messages
- 1,340
I have used Acehart's Save/Load system. Everything works when I test my map, save then load. But when I test map, save the hero, then close it, open test map again and try to load, it saved only Hero, Level, Gold and Items. You should know, that I added variables to save Stats, and Level of Abilities. Cannot find the answer, I think that i should add something in Jass "code".
Again, without closing Wc3, every single thing works...
For Stats and Ability Levels, I made variable for each of that. I noticed that it uses other variables, but I tried a lot of things and it didn't work...
Please help me +REP to 1 who helps.
Here is the Trigger:
[trigger=My Trigger]SAVE
Events
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 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
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)))))
-------- Attributes --------
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Strength of (Picked unit) (Exclude bonuses))
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Agility of (Picked unit) (Exclude bonuses))
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Intelligence of (Picked unit) (Exclude bonuses))
-------- Ability Level --------
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Level of Expertise for (Picked unit))
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Level of Perception for (Picked unit))
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Level of Strenght Bonus for (Picked unit))
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Level of Agility Bonus for (Picked unit))
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Level of Intellligence Bonus for (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
[/trigger]
[trigger=My Trigger]Load
Events
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 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
Conditions
(Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
(Length of (Entered chat string)) Greater than 6
Actions
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 SaveCount = 1
-------- Restore Gold --------
Player - Set (Triggering player) Current gold to Save[SaveCount]
-------- For "number of Heroes", do --------
Trigger - Turn off The Orb of Light <gen>
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 Start of the Game <gen>) facing Default building facing degrees
-------- 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 (Center of Start of the Game <gen>)
Set SaveCount = (SaveCount + 1)
-------- Attributes --------
Set SaveCount = (SaveCount + 1)
Hero - Modify Strength of (Last created unit): Set to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Hero - Modify Agility of (Last created unit): Set to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Hero - Modify Intelligence of (Last created unit): Set to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Hero - Modify unspent skill points of (Last created unit): Set to 0 points
Unit - Add Critical to (Last created unit)
Unit - Add Evasion to (Last created unit)
-------- Abilities --------
Unit - Add Perception to (Last created unit)
Unit - Add Expertise to (Last created unit)
Unit - Add Strenght Bonus to (Last created unit)
Unit - Add Agility Bonus to (Last created unit)
Unit - Add Intellligence Bonus to (Last created unit)
-------- Ability Level --------
Unit - Set level of Expertise for (Last created unit) to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Unit - Set level of Perception for (Last created unit) to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Unit - Set level of Strenght Bonus for (Last created unit) to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Unit - Set level of Agility Bonus for (Last created unit) to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Unit - Set level of Intellligence Bonus for (Last created unit) 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]
Item - Remove (Item carried by (Last created unit) of type |cffffff66Orb of Light)
Camera - Pan camera for (Triggering player) to (Center of Start of the Game <gen>) over 0.00 seconds
Wait 2.00 seconds
Trigger - Turn on The Orb of Light <gen>
[/trigger]
SORRY I FAILED TO MAKE IT ALL IN 1 BOX. THE TRIGGER ORB OF LIGHT IS TURNED OFF AT START, CAUSE THAT TRIGGER ACTIVATES A CINEMATIC WHEN UNIT RECEIVES THAT ITEM, AND THAT ITEM IS NOT IN INITIALIZATION TRIGGER, SO I DON'T KNOW WHY DOES IT SAVE THAT ITEM. THAT WAS THE ONLY WAY TO MAKE CINEMATIC NOT WORK XD
THIS WAY, IT SAYS THAT THE CODE IS WRONG. I HAVE OTHER TRIGGER (IN OTHER VERSION OFC XD) THAT DOESN'T USE SAVE [SAVE COUNT] FOR STATS AND ATTRIBUTES. ALL OTHER THINGS ARE THE SAME.
Again, without closing Wc3, every single thing works...
For Stats and Ability Levels, I made variable for each of that. I noticed that it uses other variables, but I tried a lot of things and it didn't work...
Please help me +REP to 1 who helps.
Here is the Trigger:
[trigger=My Trigger]SAVE
Events
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 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
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)))))
-------- Attributes --------
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Strength of (Picked unit) (Exclude bonuses))
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Agility of (Picked unit) (Exclude bonuses))
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Intelligence of (Picked unit) (Exclude bonuses))
-------- Ability Level --------
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Level of Expertise for (Picked unit))
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Level of Perception for (Picked unit))
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Level of Strenght Bonus for (Picked unit))
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Level of Agility Bonus for (Picked unit))
Set SaveCount = (SaveCount + 1)
Set Save[SaveCount] = (Level of Intellligence Bonus for (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
[/trigger]
[trigger=My Trigger]Load
Events
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 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
Conditions
(Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
(Length of (Entered chat string)) Greater than 6
Actions
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 SaveCount = 1
-------- Restore Gold --------
Player - Set (Triggering player) Current gold to Save[SaveCount]
-------- For "number of Heroes", do --------
Trigger - Turn off The Orb of Light <gen>
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 Start of the Game <gen>) facing Default building facing degrees
-------- 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 (Center of Start of the Game <gen>)
Set SaveCount = (SaveCount + 1)
-------- Attributes --------
Set SaveCount = (SaveCount + 1)
Hero - Modify Strength of (Last created unit): Set to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Hero - Modify Agility of (Last created unit): Set to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Hero - Modify Intelligence of (Last created unit): Set to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Hero - Modify unspent skill points of (Last created unit): Set to 0 points
Unit - Add Critical to (Last created unit)
Unit - Add Evasion to (Last created unit)
-------- Abilities --------
Unit - Add Perception to (Last created unit)
Unit - Add Expertise to (Last created unit)
Unit - Add Strenght Bonus to (Last created unit)
Unit - Add Agility Bonus to (Last created unit)
Unit - Add Intellligence Bonus to (Last created unit)
-------- Ability Level --------
Unit - Set level of Expertise for (Last created unit) to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Unit - Set level of Perception for (Last created unit) to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Unit - Set level of Strenght Bonus for (Last created unit) to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Unit - Set level of Agility Bonus for (Last created unit) to Save[SaveCount]
Set SaveCount = (SaveCount + 1)
Unit - Set level of Intellligence Bonus for (Last created unit) 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]
Item - Remove (Item carried by (Last created unit) of type |cffffff66Orb of Light)
Camera - Pan camera for (Triggering player) to (Center of Start of the Game <gen>) over 0.00 seconds
Wait 2.00 seconds
Trigger - Turn on The Orb of Light <gen>
[/trigger]
SORRY I FAILED TO MAKE IT ALL IN 1 BOX. THE TRIGGER ORB OF LIGHT IS TURNED OFF AT START, CAUSE THAT TRIGGER ACTIVATES A CINEMATIC WHEN UNIT RECEIVES THAT ITEM, AND THAT ITEM IS NOT IN INITIALIZATION TRIGGER, SO I DON'T KNOW WHY DOES IT SAVE THAT ITEM. THAT WAS THE ONLY WAY TO MAKE CINEMATIC NOT WORK XD
THIS WAY, IT SAYS THAT THE CODE IS WRONG. I HAVE OTHER TRIGGER (IN OTHER VERSION OFC XD) THAT DOESN'T USE SAVE [SAVE COUNT] FOR STATS AND ATTRIBUTES. ALL OTHER THINGS ARE THE SAME.
Last edited: