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Save Code (With Quests)

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Level 3
Joined
Mar 25, 2006
Messages
43
save load

heh..... i can help with mostly everything like hero items and stuff but money wood and quests. exp not really but lv yes. if you really really really want it i will work on it for you until i can find out. but it may take me a while its not on the top of my list. so PM me or reply to this post eithor or i dont care
 
Level 3
Joined
Oct 31, 2005
Messages
27
I could use your one if i can't get anyothers that could add gold, quests, XP and wood into the code. I know it's a hard code to make so im not expecting a save code that could all that but a code with the hero, items and level is good. :wink:

But if someone does make a code, i need it so no one can trick it.
 
Level 3
Joined
Mar 25, 2006
Messages
43
save load

so how do you want me to do this? eithor e-mail you the map i will make with the code (i think thats fastest) or pase all the codes on this site????? up to you
 
Level 3
Joined
Mar 25, 2006
Messages
43
ya i havnt had much time to look over the save load stuff on my trigger so i dont think i will be able to do the money wood or stats spells stuff. but i will post when i have a bit of time right now im kinda busy i will post by the end of next week hopfully.
 
Level 3
Joined
Oct 31, 2005
Messages
27
Shot i made the Rpg for me and my friend so ill just make a cheap save sode for them like if u have finished this quest and you type -save it will show u "-Q1" that means quest one finished :p and same with the gold and wood and XP untill i can find a save code for everything :)
 
Level 3
Joined
Mar 25, 2006
Messages
43
Save Load

Warrning this is Very Long so this will take you a very long time to complete.... and lots are variables and right now im busy so you will have to find what it is.
------------------------------------------------------------------
Events
Map initialization
Conditions
Actions
-------- Start Trigger/ --------
Trigger - Run Initialization Set Hero Number <gen> (checking conditions)
Trigger - Run Initialization Set Item Number <gen> (checking conditions)
Trigger - Run Initialization Set Hero Code <gen> (checking conditions)
Trigger - Run Initialization Set Item Code <gen> (checking conditions)
Trigger - Run Initialization Set Number Code <gen> (checking conditions)
Trigger - Run Initialization Set Account Code <gen> (checking conditions)
-------- EndTrigger/ --------
Player Group - Pick every player in (All players) and do (Hero - Make (Picked player) Heroes gain 300.00% experience from future kills)




Events
Conditions
Actions
-------- Start Trigger/ --------
Set Save_HeroNumber[0] = (Unit-type of No unit)
Set Save_HeroNumber[1] = Jorden
Set Save_HeroNumber[2] = James
Set Save_HeroNumber[3] = Clapp
Set Save_HeroNumber[4] = John
Set Save_HeroNumber[5] = Nathan
Set Save_HeroNumber[6] = Tauren Chieftain
Set Save_HeroNumber[7] = Death Knight
Set Save_HeroNumber[8] = Lich
Set Save_HeroNumber[9] = Dreadlord
Set Save_HeroNumber[10] = Keeper of the Grove
Set Save_HeroNumber[11] = Priestess of the Moon
Set Save_HeroNumber[12] = Demon Hunter
-------- EndTrigger/ --------



Events
Conditions
Actions
-------- Start Trigger/ --------
Set Save_ItemType[0] = (Item-type of No item)
Set Save_ItemType[1] = Alleria's Flute of Accuracy
Set Save_ItemType[2] = Amulet of Spell Shield
Set Save_ItemType[3] = Ancient Janggo of Endurance
Set Save_ItemType[4] = Belt of Giant Strength +6
Set Save_ItemType[5] = Boots of Quel'Thalas +6
Set Save_ItemType[6] = Boots of Speed
Set Save_ItemType[7] = Circlet of Nobility
Set Save_ItemType[8] = Claws of Attack +12
Set Save_ItemType[9] = Claws of Attack +6
Set Save_ItemType[10] = Claws of Attack +9
Set Save_ItemType[11] = Cloak of Flames
Set Save_ItemType[12] = Cloak of Shadows
Set Save_ItemType[13] = Crystal Ball
Set Save_ItemType[14] = Diamond of Summoning
Set Save_ItemType[15] = Gauntlets of Ogre Strength +3
Set Save_ItemType[16] = Gloves of Haste
Set Save_ItemType[17] = Helm of Valor
Set Save_ItemType[18] = Hood of Cunning
Set Save_ItemType[19] = Khadgar's Gem of Health
Set Save_ItemType[20] = Khadgar's Pipe of Insight
Set Save_ItemType[21] = Legion Doom-Horn
Set Save_ItemType[22] = Mantle of Intelligence +3
Set Save_ItemType[23] = Medallion of Courage
Set Save_ItemType[24] = Orb of Darkness
Set Save_ItemType[25] = Pendant of Energy
Set Save_ItemType[26] = Pendant of Mana
Set Save_ItemType[27] = Periapt of Vitality
Set Save_ItemType[28] = Ring of Protection +2
Set Save_ItemType[29] = Ring of Protection +3
Set Save_ItemType[30] = Ring of Protection +4
Set Save_ItemType[31] = Ring of Regeneration
Set Save_ItemType[32] = Robe of the Magi +6
Set Save_ItemType[33] = Runed Bracers
Set Save_ItemType[34] = Scourge Bone Chimes
Set Save_ItemType[35] = Slippers of Agility +3
Set Save_ItemType[36] = Sobi Mask
Set Save_ItemType[37] = Staff of Silence
Set Save_ItemType[38] = Staff of Teleportation
Set Save_ItemType[39] = Talisman of Evasion
Set Save_ItemType[40] = The Lion Horn of Stormwind
Set Save_ItemType[41] = Warsong Battle Drums
-------- EndTrigger/ --------


Events
Conditions
Actions
-------- Start Trigger/ --------
-------- Set Code_HeroCode01 --------
Set Code_HeroCode01[0] = VeH
Set Code_HeroCode01[1] = U23
Set Code_HeroCode01[2] = BeX
Set Code_HeroCode01[3] = Trk
Set Code_HeroCode01[4] = LwC
Set Code_HeroCode01[5] = H01
Set Code_HeroCode01[6] = JpD
Set Code_HeroCode01[7] = Wof
Set Code_HeroCode01[8] = WnU
Set Code_HeroCode01[9] = Zio
Set Code_HeroCode01[10] = Xem
Set Code_HeroCode01[11] = RtQ
Set Code_HeroCode01[12] = Bwq
-------- Set Code_HeroCode02 --------
Set Code_HeroCode02[0] = 5vT
Set Code_HeroCode02[1] = 5H9
Set Code_HeroCode02[2] = 0cA
Set Code_HeroCode02[3] = 7Bw
Set Code_HeroCode02[4] = 11L
Set Code_HeroCode02[5] = 5a2
Set Code_HeroCode02[6] = 4gE
Set Code_HeroCode02[7] = 0Se
Set Code_HeroCode02[8] = 9vE
Set Code_HeroCode02[9] = 5AQ
Set Code_HeroCode02[10] = 9Kx
Set Code_HeroCode02[11] = 5Je
Set Code_HeroCode02[12] = 8Ie
-------- Set Code_HeroCode03 --------
Set Code_HeroCode03[0] = f5d
Set Code_HeroCode03[1] = iQL
Set Code_HeroCode03[2] = spP
Set Code_HeroCode03[3] = qx5
Set Code_HeroCode03[4] = b3g
Set Code_HeroCode03[5] = k3c
Set Code_HeroCode03[6] = so5
Set Code_HeroCode03[7] = kE9
Set Code_HeroCode03[8] = oCy
Set Code_HeroCode03[9] = tCJ
Set Code_HeroCode03[10] = vPa
Set Code_HeroCode03[11] = a91
Set Code_HeroCode03[12] = g32
-------- EndTrigger/ --------



Events
Conditions
Actions
-------- Start Trigger/ --------
-------- Set Code_ItemCode01 --------
Set Code_ItemCode01[0] = ru
Set Code_ItemCode01[1] = c3
Set Code_ItemCode01[2] = pL
Set Code_ItemCode01[3] = o2
Set Code_ItemCode01[4] = kx
Set Code_ItemCode01[5] = x0
Set Code_ItemCode01[6] = n5
Set Code_ItemCode01[7] = be
Set Code_ItemCode01[8] = qY
Set Code_ItemCode01[9] = k2
Set Code_ItemCode01[10] = kT
Set Code_ItemCode01[11] = vT
Set Code_ItemCode01[12] = b4
Set Code_ItemCode01[13] = z1
Set Code_ItemCode01[14] = gy
Set Code_ItemCode01[15] = yU
Set Code_ItemCode01[16] = xC
Set Code_ItemCode01[17] = pa
Set Code_ItemCode01[18] = n9
Set Code_ItemCode01[19] = j2
Set Code_ItemCode01[20] = ts
Set Code_ItemCode01[21] = s4
Set Code_ItemCode01[22] = bQ
Set Code_ItemCode01[23] = t5
Set Code_ItemCode01[24] = og
Set Code_ItemCode01[25] = xr
Set Code_ItemCode01[26] = wk
Set Code_ItemCode01[27] = zc
Set Code_ItemCode01[28] = uG
Set Code_ItemCode01[29] = nL
Set Code_ItemCode01[30] = w6
Set Code_ItemCode01[31] = g3
Set Code_ItemCode01[32] = Yw
Set Code_ItemCode01[33] = wn
Set Code_ItemCode01[34] = y4
Set Code_ItemCode01[35] = mo
Set Code_ItemCode01[36] = m4
Set Code_ItemCode01[37] = zX
Set Code_ItemCode01[38] = nu
Set Code_ItemCode01[39] = a2
Set Code_ItemCode01[40] = tV
Set Code_ItemCode01[41] = v1
-------- Set Code_ItemCode02 --------
Set Code_ItemCode02[0] = Br
Set Code_ItemCode02[1] = B3
Set Code_ItemCode02[2] = Fh
Set Code_ItemCode02[3] = Mq
Set Code_ItemCode02[4] = L2
Set Code_ItemCode02[5] = E6
Set Code_ItemCode02[6] = C8
Set Code_ItemCode02[7] = Kd
Set Code_ItemCode02[8] = Fv
Set Code_ItemCode02[9] = OQ
Set Code_ItemCode02[10] = Ya
Set Code_ItemCode02[11] = L8
Set Code_ItemCode02[12] = Cw
Set Code_ItemCode02[13] = Xh
Set Code_ItemCode02[14] = Nw
Set Code_ItemCode02[15] = M4
Set Code_ItemCode02[16] = Le
Set Code_ItemCode02[17] = Ux
Set Code_ItemCode02[18] = NE
Set Code_ItemCode02[19] = MO
Set Code_ItemCode02[20] = XQ
Set Code_ItemCode02[21] = Bt
Set Code_ItemCode02[22] = NP
Set Code_ItemCode02[23] = N1
Set Code_ItemCode02[24] = Y0
Set Code_ItemCode02[25] = EZ
Set Code_ItemCode02[26] = Zg
Set Code_ItemCode02[27] = Zi
Set Code_ItemCode02[28] = me
Set Code_ItemCode02[29] = Hy
Set Code_ItemCode02[30] = D4
Set Code_ItemCode02[31] = G6
Set Code_ItemCode02[32] = Ms
Set Code_ItemCode02[33] = Mx
Set Code_ItemCode02[34] = KJ
Set Code_ItemCode02[35] = HU
Set Code_ItemCode02[36] = Uk
Set Code_ItemCode02[37] = Un
Set Code_ItemCode02[38] = U3
Set Code_ItemCode02[39] = Of
Set Code_ItemCode02[40] = LL
Set Code_ItemCode02[41] = RE
-------- Set Code_ItemCode03 --------
Set Code_ItemCode03[0] = 0H
Set Code_ItemCode03[1] = 3F
Set Code_ItemCode03[2] = 5n
Set Code_ItemCode03[3] = 2c
Set Code_ItemCode03[4] = 7h
Set Code_ItemCode03[5] = 42
Set Code_ItemCode03[6] = 9K
Set Code_ItemCode03[7] = 9x
Set Code_ItemCode03[8] = 1x
Set Code_ItemCode03[9] = 2x
Set Code_ItemCode03[10] = 3V
Set Code_ItemCode03[11] = 6A
Set Code_ItemCode03[12] = 7S
Set Code_ItemCode03[13] = 80
Set Code_ItemCode03[14] = 1P
Set Code_ItemCode03[15] = 2f
Set Code_ItemCode03[16] = 7g
Set Code_ItemCode03[17] = 7X
Set Code_ItemCode03[18] = 71
Set Code_ItemCode03[19] = 72
Set Code_ItemCode03[20] = 73
Set Code_ItemCode03[21] = 0G
Set Code_ItemCode03[22] = 3i
Set Code_ItemCode03[23] = 5z
Set Code_ItemCode03[24] = 8Z
Set Code_ItemCode03[25] = 4z
Set Code_ItemCode03[26] = 3q
Set Code_ItemCode03[27] = 8Q
Set Code_ItemCode03[28] = 6S
Set Code_ItemCode03[29] = 8Y
Set Code_ItemCode03[30] = 8y
Set Code_ItemCode03[31] = 3w
Set Code_ItemCode03[32] = 7W
Set Code_ItemCode03[33] = 4T
Set Code_ItemCode03[34] = 2U
Set Code_ItemCode03[35] = 7u
Set Code_ItemCode03[36] = 8Q
Set Code_ItemCode03[37] = 94
Set Code_ItemCode03[38] = 16
Set Code_ItemCode03[39] = 64
Set Code_ItemCode03[40] = 11
Set Code_ItemCode03[41] = 41
-------- EndTrigger/ --------



Events
Conditions
Actions
-------- Start Trigger/ --------
-------- Set Code_NumberCode01 --------
Set Code_NumberCode01[0] = H
Set Code_NumberCode01[1] = E
Set Code_NumberCode01[2] = X
Set Code_NumberCode01[3] = T
Set Code_NumberCode01[4] = Y
Set Code_NumberCode01[5] = L
Set Code_NumberCode01[6] = W
Set Code_NumberCode01[7] = F
Set Code_NumberCode01[8] = M
Set Code_NumberCode01[9] = R
-------- Set Code_NumberCode02 --------
Set Code_NumberCode02[0] = w
Set Code_NumberCode02[1] = u
Set Code_NumberCode02[2] = b
Set Code_NumberCode02[3] = i
Set Code_NumberCode02[4] = p
Set Code_NumberCode02[5] = q
Set Code_NumberCode02[6] = e
Set Code_NumberCode02[7] = c
Set Code_NumberCode02[8] = z
Set Code_NumberCode02[9] = x
-------- Set Code_NumberCode03 --------
Set Code_NumberCode03[0] = 5
Set Code_NumberCode03[1] = 1
Set Code_NumberCode03[2] = 6
Set Code_NumberCode03[3] = 0
Set Code_NumberCode03[4] = 9
Set Code_NumberCode03[5] = 7
Set Code_NumberCode03[6] = 8
Set Code_NumberCode03[7] = 3
Set Code_NumberCode03[8] = 2
Set Code_NumberCode03[9] = 4
-------- EndTrigger/ --------



Events
Conditions
Actions
-------- Start Trigger/ --------
Set String_AccountLetters = abcdefghijklmnopqrstuvwxyz0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ()[].-_
Set Code_AccountCode01 = tSrMlK5CbXwVy3n9voN2A7ZYxgFemLkJiHEduT6QpU1ORqP8fsDc0jIh4BazWG(-_.])[
-------- EndTrigger/ --------



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
Player - Player 11 (Dark Green) types a chat message containing -save as An exact match
Player - Player 12 (Brown) types a chat message containing -save as An exact match
Conditions
Actions
-------- Save Item Numbers From Inventory Slot 1-6 --------
For each (Integer A) from 0 to 41, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by Save_HeroPlayer[(Player number of (Triggering player))] in slot 1)) Equal to Save_ItemType[(Integer A)]
Then - Actions
Set Save_EndPart[1] = (Integer A)
Else - Actions
For each (Integer A) from 0 to 41, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by Save_HeroPlayer[(Player number of (Triggering player))] in slot 2)) Equal to Save_ItemType[(Integer A)]
Then - Actions
Set Save_EndPart[2] = (Integer A)
Else - Actions
For each (Integer A) from 0 to 41, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by Save_HeroPlayer[(Player number of (Triggering player))] in slot 3)) Equal to Save_ItemType[(Integer A)]
Then - Actions
Set Save_EndPart[3] = (Integer A)
Else - Actions
For each (Integer A) from 0 to 41, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by Save_HeroPlayer[(Player number of (Triggering player))] in slot 4)) Equal to Save_ItemType[(Integer A)]
Then - Actions
Set Save_EndPart[4] = (Integer A)
Else - Actions
For each (Integer A) from 0 to 41, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by Save_HeroPlayer[(Player number of (Triggering player))] in slot 5)) Equal to Save_ItemType[(Integer A)]
Then - Actions
Set Save_EndPart[5] = (Integer A)
Else - Actions
For each (Integer A) from 0 to 41, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by Save_HeroPlayer[(Player number of (Triggering player))] in slot 6)) Equal to Save_ItemType[(Integer A)]
Then - Actions
Set Save_EndPart[6] = (Integer A)
Else - Actions
-------- Save Hero Numbers --------
For each (Integer A) from 0 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of Save_HeroPlayer[(Player number of (Triggering player))]) Equal to Save_HeroNumber[(Integer A)]
Then - Actions
Set Save_EndPart[7] = (Integer A)
Else - Actions
-------- Save Hero Level --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of Save_HeroPlayer[(Player number of (Triggering player))]) Less than 10
Then - Actions
Set String_Level = (00 + (String((Hero level of Save_HeroPlayer[(Player number of (Triggering player))]))))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Hero level of Save_HeroPlayer[(Player number of (Triggering player))]) Less than 100
(Hero level of Save_HeroPlayer[(Player number of (Triggering player))]) Greater than 9
Then - Actions
Set String_Level = (0 + (String((Hero level of Save_HeroPlayer[(Player number of (Triggering player))]))))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of Save_HeroPlayer[(Player number of (Triggering player))]) Greater than 99
Then - Actions
Set String_Level = (String((Hero level of Save_HeroPlayer[(Player number of (Triggering player))])))
Else - Actions
Set Save_EndPart[8] = (Integer((Substring(String_Level, 1, 1))))
Set Save_EndPart[9] = (Integer((Substring(String_Level, 2, 2))))
Set Save_EndPart[10] = (Integer((Substring(String_Level, 3, 3))))
-------- Save Account Name --------
For each (Integer A) from 1 to 69, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Name of (Triggering player)), 1, 1)) Equal to (Substring(String_AccountLetters, (Integer A), (Integer A)))
Then - Actions
Set Save_EndPart[11] = (Integer A)
Else - Actions
For each (Integer A) from 1 to 69, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Name of (Triggering player)), 2, 2)) Equal to (Substring(String_AccountLetters, (Integer A), (Integer A)))
Then - Actions
Set Save_EndPart[12] = (Integer A)
Else - Actions
For each (Integer A) from 1 to 69, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Name of (Triggering player)), 3, 3)) Equal to (Substring(String_AccountLetters, (Integer A), (Integer A)))
Then - Actions
Set Save_EndPart[13] = (Integer A)
Else - Actions
-------- Encrypt Integer Code --------
Set Save_EndPart[14] = (Random integer number between 1 and 3)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Save_EndPart[14] Equal to 1
Then - Actions
Set Code_SaveCode = (Your Code is: + (Code_ItemCode01[Save_EndPart[1]] + (Code_ItemCode02[Save_EndPart[2]] + Code_ItemCode03[Save_EndPart[3]])))
Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[11], Save_EndPart[11])))
Set Code_SaveCode = (Code_SaveCode + (- + (Code_NumberCode01[Save_EndPart[8]] + (Code_NumberCode02[Save_EndPart[9]] + Code_NumberCode03[Save_EndPart[10]]))))
Set Code_SaveCode = (Code_SaveCode + Code_HeroCode01[Save_EndPart[7]])
Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[12], Save_EndPart[12])))
Set Code_SaveCode = (Code_SaveCode + (- + (Code_ItemCode03[Save_EndPart[4]] + (Code_ItemCode02[Save_EndPart[5]] + Code_ItemCode01[Save_EndPart[6]]))))
Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[13], Save_EndPart[13])))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Save_EndPart[14] Equal to 2
Then - Actions
Set Code_SaveCode = (Your Code is: + (Code_ItemCode02[Save_EndPart[1]] + (Code_ItemCode03[Save_EndPart[2]] + Code_ItemCode01[Save_EndPart[3]])))
Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[11], Save_EndPart[11])))
Set Code_SaveCode = (Code_SaveCode + (- + (Code_NumberCode02[Save_EndPart[8]] + (Code_NumberCode01[Save_EndPart[9]] + Code_NumberCode02[Save_EndPart[10]]))))
Set Code_SaveCode = (Code_SaveCode + Code_HeroCode02[Save_EndPart[7]])
Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[12], Save_EndPart[12])))
Set Code_SaveCode = (Code_SaveCode + (- + (Code_ItemCode01[Save_EndPart[4]] + (Code_ItemCode03[Save_EndPart[5]] + Code_ItemCode03[Save_EndPart[6]]))))
Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[13], Save_EndPart[13])))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Save_EndPart[14] Equal to 3
Then - Actions
Set Code_SaveCode = (Your Code is: + (Code_ItemCode03[Save_EndPart[1]] + (Code_ItemCode01[Save_EndPart[2]] + Code_ItemCode02[Save_EndPart[3]])))
Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[11], Save_EndPart[11])))
Set Code_SaveCode = (Code_SaveCode + (- + (Code_NumberCode03[Save_EndPart[8]] + (Code_NumberCode02[Save_EndPart[9]] + Code_NumberCode02[Save_EndPart[10]]))))
Set Code_SaveCode = (Code_SaveCode + Code_HeroCode03[Save_EndPart[7]])
Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[12], Save_EndPart[12])))
Set Code_SaveCode = (Code_SaveCode + (- + (Code_ItemCode02[Save_EndPart[4]] + (Code_ItemCode03[Save_EndPart[5]] + Code_ItemCode01[Save_EndPart[6]]))))
Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[13], Save_EndPart[13])))
Else - Actions
Cinematic - Clear the screen of text messages for (Player group((Triggering player)))
Unit - Remove Save_HeroPlayer[(Player number of (Triggering player))] from the game
Game - Display to (Player group((Triggering player))) for 300.00 seconds the text: (|cffffcc00 + Code_SaveCode)





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
Player - Player 11 (Dark Green) types a chat message containing -load as A substring
Player - Player 12 (Brown) types a chat message containing -load as A substring
Conditions
Actions
-------- Load Account code --------
For each (Integer A) from 1 to 69, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 13, 13)) Equal to (Substring(Code_AccountCode01, (Integer A), (Integer A)))
Then - Actions
Set Load_EndPart[1] = (Integer A)
Else - Actions
For each (Integer A) from 1 to 69, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 21, 21)) Equal to (Substring(Code_AccountCode01, (Integer A), (Integer A)))
Then - Actions
Set Load_EndPart[2] = (Integer A)
Else - Actions
For each (Integer A) from 1 to 69, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 29, 29)) Equal to (Substring(Code_AccountCode01, (Integer A), (Integer A)))
Then - Actions
Set Load_EndPart[3] = (Integer A)
Else - Actions
-------- Load Hero --------
For each (Integer A) from 0 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Substring((Entered chat string), 18, 20)) Equal to Code_HeroCode01[(Integer A)]
(Substring((Entered chat string), 18, 20)) Equal to Code_HeroCode02[(Integer A)]
(Substring((Entered chat string), 18, 20)) Equal to Code_HeroCode03[(Integer A)]
Then - Actions
Set Load_EndPart[4] = (Integer A)
Else - Actions
-------- Load Levels --------
For each (Integer A) from 0 to 9, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Substring((Entered chat string), 15, 15)) Equal to Code_NumberCode01[(Integer A)]
(Substring((Entered chat string), 15, 15)) Equal to Code_NumberCode02[(Integer A)]
(Substring((Entered chat string), 15, 15)) Equal to Code_NumberCode03[(Integer A)]
Then - Actions
Set Load_EndPart[5] = ((Integer A) x 100)
Else - Actions
For each (Integer A) from 0 to 9, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Substring((Entered chat string), 16, 16)) Equal to Code_NumberCode01[(Integer A)]
(Substring((Entered chat string), 16, 16)) Equal to Code_NumberCode02[(Integer A)]
(Substring((Entered chat string), 16, 16)) Equal to Code_NumberCode03[(Integer A)]
Then - Actions
Set Load_EndPart[5] = (((Integer A) x 10) + Load_EndPart[5])
Else - Actions
For each (Integer A) from 0 to 9, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Substring((Entered chat string), 17, 17)) Equal to Code_NumberCode01[(Integer A)]
(Substring((Entered chat string), 17, 17)) Equal to Code_NumberCode02[(Integer A)]
(Substring((Entered chat string), 17, 17)) Equal to Code_NumberCode03[(Integer A)]
Then - Actions
Set Load_EndPart[5] = (Load_EndPart[5] + (Integer A))
Else - Actions
-------- Load Items --------
For each (Integer A) from 0 to 41, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Substring((Entered chat string), 7, 8)) Equal to Code_ItemCode01[(Integer A)]
(Substring((Entered chat string), 7, 8)) Equal to Code_ItemCode02[(Integer A)]
(Substring((Entered chat string), 7, 8)) Equal to Code_ItemCode03[(Integer A)]
Then - Actions
Set Load_EndPart[6] = (Integer A)
Else - Actions
For each (Integer A) from 0 to 41, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Substring((Entered chat string), 9, 10)) Equal to Code_ItemCode01[(Integer A)]
(Substring((Entered chat string), 9, 10)) Equal to Code_ItemCode02[(Integer A)]
(Substring((Entered chat string), 9, 10)) Equal to Code_ItemCode03[(Integer A)]
Then - Actions
Set Load_EndPart[7] = (Integer A)
Else - Actions
For each (Integer A) from 0 to 41, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Substring((Entered chat string), 11, 12)) Equal to Code_ItemCode01[(Integer A)]
(Substring((Entered chat string), 11, 12)) Equal to Code_ItemCode02[(Integer A)]
(Substring((Entered chat string), 11, 12)) Equal to Code_ItemCode03[(Integer A)]
Then - Actions
Set Load_EndPart[8] = (Integer A)
Else - Actions
For each (Integer A) from 0 to 41, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Substring((Entered chat string), 23, 24)) Equal to Code_ItemCode01[(Integer A)]
(Substring((Entered chat string), 23, 24)) Equal to Code_ItemCode02[(Integer A)]
(Substring((Entered chat string), 7, 8)) Equal to Code_ItemCode03[(Integer A)]
Then - Actions
Set Load_EndPart[9] = (Integer A)
Else - Actions
For each (Integer A) from 0 to 41, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Substring((Entered chat string), 25, 26)) Equal to Code_ItemCode01[(Integer A)]
(Substring((Entered chat string), 25, 26)) Equal to Code_ItemCode02[(Integer A)]
(Substring((Entered chat string), 25, 26)) Equal to Code_ItemCode03[(Integer A)]
Then - Actions
Set Load_EndPart[10] = (Integer A)
Else - Actions
For each (Integer A) from 0 to 41, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Substring((Entered chat string), 27, 28)) Equal to Code_ItemCode01[(Integer A)]
(Substring((Entered chat string), 27, 28)) Equal to Code_ItemCode02[(Integer A)]
(Substring((Entered chat string), 27, 28)) Equal to Code_ItemCode03[(Integer A)]
Then - Actions
Set Load_EndPart[11] = (Integer A)
Else - Actions
-------- 1 Part - Check Account Name --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Substring(String_AccountLetters, Load_EndPart[1], Load_EndPart[1])) Equal to (Substring((Name of (Triggering player)), 1, 1))
(Substring(String_AccountLetters, Load_EndPart[2], Load_EndPart[2])) Equal to (Substring((Name of (Triggering player)), 2, 2))
(Substring(String_AccountLetters, Load_EndPart[3], Load_EndPart[3])) Equal to (Substring((Name of (Triggering player)), 3, 3))
Then - Actions
Game - Display to (All players) the text: T
Else - Actions
Game - Display to (Player group((Triggering player))) the text: |cffFF0000*Warning*...
Game - Display to (All players) the text: (|cffFF0000To All Players|r |cffffcc00- + ((Name of (Triggering player)) + has tried to load anothers code.))
Skip remaining actions
-------- 2 Part - Create Heroes --------
Unit - Create 1 Save_HeroNumber[Load_EndPart[4]] for (Triggering player) at (Center of EZ01 Create Heroes <gen>) facing 90.00 degrees
-------- 3 Part - Set Levels --------
Hero - Set (Last created unit) Hero-level to Load_EndPart[5], Hide level-up graphics
-------- 4 Part - Create Items --------
Hero - Create Save_ItemType[Load_EndPart[6]] and give it to (Last created unit)
Hero - Create Save_ItemType[Load_EndPart[7]] and give it to (Last created unit)
Hero - Create Save_ItemType[Load_EndPart[8]] and give it to (Last created unit)
Hero - Create Save_ItemType[Load_EndPart[9]] and give it to (Last created unit)
Hero - Create Save_ItemType[Load_EndPart[10]] and give it to (Last created unit)
Hero - Create Save_ItemType[Load_EndPart[11]] and give it to (Last created unit)
Hero - Create Save_ItemType[Load_EndPart[12]] and give it to (Last created unit)
-------- 5 Part - Set HeroPlayer Variables --------
Set Save_HeroPlayer[(Player number of (Triggering player))] = (Last created unit)
Game - Display to (All players) the text: (String(Load_EndPart[6]))
Set HeroStatsLoad[(Player number of (Triggering player))] = (Hero level of (Last created unit))
Player - Set (Triggering player) Current lumber to (HeroStatsLoad[(Player number of (Triggering player))] x 4)






There those are the save load triggers...... that u wanted that does the lv items and class... like i said it is very long. I think there is also some other save load codes done by others..... some of my friends help me with this one. but i think some people made save load on thsi site. i think emergenzy or somone made one. you can check tho hoped this helped...... BTW just read it and add ur code in for other things.....kk i think i may have also changed it for my rpg so u might not need some things any ways thats all of it hope it helps


The_Winner30030
 
Level 2
Joined
Apr 21, 2006
Messages
21
You could use Vexorian's save / load system. Its extremely effecient, its easy to use (If you know how to read a readme), near impossible to crack, and you can save quests through a varible that the code stores.
 
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