Can this Possible to make this work at the same time,
what i mean? this ..
can this trigger work with a pet?/another unit that saves together,
yes, i already tried to do,, but it doesn't work properly......
heres the trigger that i used..
Anyone can help ,, just make it possible.... i know its possible but i cant ,, so i need a big help from you guy ,,,
what i mean? this ..
can this trigger work with a pet?/another unit that saves together,
yes, i already tried to do,, but it doesn't work properly......
heres the trigger that i used..
-
SaveLoad Init Copy
-

Events
-


Map initialization
-
-

Conditions
-

Actions
-


-------- Some configurables --------
-


Set SaveLoad_Alphabet = aA5bB0cCdDeE9fFgGhH8iIj1JkK4lLmMn7NoOp3PqQrRsStTu2UvV6wWxXyYzZ
-


Set SaveLoad_CheckName = True
-


Set SaveLoad_HyphenSpace = 4
-


Set SaveLoad_Lower = |c002a4580
-


Set SaveLoad_Number = |cffffcc00
-


Set SaveLoad_Upper = |cff1142aa
-


-------- Store all the items you want to be able to be saved below. --------
-


Set SaveLoad_Item[1] = Claws of Attack +15
-


Set SaveLoad_Item[2] = Crown of Kings +5
-


Set SaveLoad_Item[3] = Kelen's Dagger of Escape
-


Set SaveLoad_Item[4] = Mask of Death
-


Set SaveLoad_Item[5] = Orb of Frost
-


Set SaveLoad_Item[6] = Ring of Protection +5
-


Set SaveLoad_Item[7] = Potion of Healing
-


Set SaveLoad_ItemCount = 7
-


-------- Store all the heroes you want to be able to be saved below. --------
-


Set SaveLoad_Hero[1] = Blood Mage
-


Set SaveLoad_HeroCount = 1
-


-------- Save pet --------
-


Set SaveLoad_Pet[1] = Rifleman
-


Set SaveLoad_PetCount = 1
-


-------- Don't modify below this line. --------
-


Set SaveLoad_Base = (Length of SaveLoad_Alphabet)
-


Set SaveLoad_Char = <Empty String>
-


Set Load[0] = 0
-


Set LoadCount = 0
-


Custom script: call CodeGen_Init()
-
-
-
SaveLoad Save Rnjm
-

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
-
-

Conditions
-

Actions
-


-------- Find the players hero, and save it. I realize it leaks but it's just for demonstration. --------
-


Set SaveCount = 0
-


Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Set Hero = (Picked unit))
-


Custom script: set udg_Save[udg_SaveCount] = CodeGen_ConvertUnit(GetUnitTypeId(udg_Hero))
-


Set SaveCount = (SaveCount + 1)
-


Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A ground unit) Equal to True)) and do (Set Pet = (Picked unit))
-


Custom script: set udg_Save[udg_SaveCount] = CodeGen_ConvertUnit(GetUnitTypeId(udg_Pet))
-


-------- Save players gold. --------
-


Set Save[SaveCount] = ((Triggering player) Current gold)
-


Set SaveCount = (SaveCount + 1)
-


-------- Save players lumber. --------
-


Set Save[SaveCount] = ((Triggering player) Current lumber)
-


Set SaveCount = (SaveCount + 1)
-


-------- Save heroes EXP. --------
-


Set Save[SaveCount] = (Hero experience of Hero)
-


Set SaveCount = (SaveCount + 1)
-


-------- Save heroes items. --------
-


Set Save[SaveCount] = (Number of items carried by Hero)
-


For each (Integer Integer_A_Replacement) from 1 to 6, 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 Hero in slot Integer_A_Replacement)) Not equal to (Item-type of No item)
-
-





Then - Actions
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








Or - Any (Conditions) are true
-









Conditions
-










(Charges remaining in (Item carried by Hero in slot Integer_A_Replacement)) Greater than 0
-
-
-
-







Then - Actions
-








Set SaveCount = (SaveCount + 1)
-








Set Save[SaveCount] = 1
-








Set SaveCount = (SaveCount + 1)
-








Set Item = (Item carried by Hero in slot Integer_A_Replacement)
-








Custom script: set udg_Save[udg_SaveCount] = CodeGen_ConvertItem(GetItemTypeId(udg_Item))
-








Set SaveCount = (SaveCount + 1)
-








Set Save[SaveCount] = (Charges remaining in (Item carried by Hero in slot Integer_A_Replacement))
-
-







Else - Actions
-








Set SaveCount = (SaveCount + 1)
-








Set Save[SaveCount] = 2
-








Set SaveCount = (SaveCount + 1)
-








Set Item = (Item carried by Hero in slot Integer_A_Replacement)
-








Custom script: set udg_Save[udg_SaveCount] = CodeGen_ConvertItem(GetItemTypeId(udg_Item))
-








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





Else - Actions
-






Set SaveCount = (SaveCount + 1)
-






Set Save[SaveCount] = 0
-






Set SaveCount = (SaveCount + 2)
-
-
-
-
-


Set SaveCount = (SaveCount + 1)
-


-------- Show Code --------
-


Custom script: set udg_Code = CodeGen_Compile()
-


Game - Display to (Player group((Triggering player))) for 60.00 seconds the text: Code
-
-
-
SaveLoad Load Rnjm
-

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
-
-

Conditions
-


(Substring((Entered chat string), 1, 6)) Equal to -load
-
-

Actions
-


-------- Check if load is valid --------
-


Set Code = (Substring((Entered chat string), 7, 999))
-


Custom script: call CodeGen_Load(udg_Code)
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




SaveLoad_Valid Equal to False
-
-



Then - Actions
-




Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: Invalid code.
-




Skip remaining actions
-
-



Else - Actions
-
-


-------- Start loading, load the hero first. --------
-


Set LoadCount = 0
-


Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Unit - Remove (Picked unit) from the game)
-


Unit - Create 1 SaveLoad_Hero[Load[LoadCount]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
-


Set Hero = (Last created unit)
-


Set PETOwner = (Last created unit)
-


Set PETOwnerLoc = (Position of PETOwner)
-


Selection - Select (Last created unit) for (Triggering player)
-


Unit - Create 1 SaveLoad_Pet[Load[LoadCount]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
-


Set PETDummy[(Player number of (Owner of PETOwner))] = (Last created unit)
-


Unit - Order PETDummy[(Player number of (Owner of PETOwner))] to Right-Click PETOwner
-


-------- Now load players gold --------
-


Set LoadCount = (LoadCount + 1)
-


Player - Set (Triggering player) Current gold to Load[LoadCount]
-


-------- Now load players Lumber --------
-


Set LoadCount = (LoadCount + 1)
-


Player - Set (Triggering player) Current lumber to Load[LoadCount]
-


-------- Load heroes EXP --------
-


Set LoadCount = (LoadCount + 1)
-


Hero - Set Hero experience to Load[LoadCount], Hide level-up graphics
-


-------- Now items --------
-


Set LoadCount = (LoadCount + 1)
-


For each (Integer Integer_A_Replacement) from 1 to 6, do (Actions)
-



Loop - Actions
-




Set LoadCount = (LoadCount + 1)
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






Load[LoadCount] Not equal to 0
-
-





Then - Actions
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








Load[LoadCount] Equal to 1
-
-







Then - Actions
-








Set LoadCount = (LoadCount + 1)
-








Hero - Create SaveLoad_Item[Load[LoadCount]] and give it to Hero
-








Set LoadCount = (LoadCount + 1)
-








Item - Set charges remaining in (Last created item) to Load[LoadCount]
-
-







Else - Actions
-








Set LoadCount = (LoadCount + 1)
-








Hero - Create SaveLoad_Item[Load[LoadCount]] and give it to Hero
-








Set LoadCount = (LoadCount + 1)
-
-
-
-





Else - Actions
-






Set LoadCount = (LoadCount + 2)
-
-
-
-
-
-
Anyone can help ,, just make it possible.... i know its possible but i cant ,, so i need a big help from you guy ,,,
