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..
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SaveLoad Init Copy
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Events
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Map initialization
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Conditions
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Actions
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-------- Some configurables --------
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Set SaveLoad_Alphabet = aA5bB0cCdDeE9fFgGhH8iIj1JkK4lLmMn7NoOp3PqQrRsStTu2UvV6wWxXyYzZ
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Set SaveLoad_CheckName = True
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Set SaveLoad_HyphenSpace = 4
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Set SaveLoad_Lower = |c002a4580
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Set SaveLoad_Number = |cffffcc00
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Set SaveLoad_Upper = |cff1142aa
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-------- Store all the items you want to be able to be saved below. --------
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Set SaveLoad_Item[1] = Claws of Attack +15
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Set SaveLoad_Item[2] = Crown of Kings +5
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Set SaveLoad_Item[3] = Kelen's Dagger of Escape
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Set SaveLoad_Item[4] = Mask of Death
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Set SaveLoad_Item[5] = Orb of Frost
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Set SaveLoad_Item[6] = Ring of Protection +5
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Set SaveLoad_Item[7] = Potion of Healing
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Set SaveLoad_ItemCount = 7
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-------- Store all the heroes you want to be able to be saved below. --------
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Set SaveLoad_Hero[1] = Blood Mage
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Set SaveLoad_HeroCount = 1
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-------- Save pet --------
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Set SaveLoad_Pet[1] = Rifleman
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Set SaveLoad_PetCount = 1
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-------- Don't modify below this line. --------
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Set SaveLoad_Base = (Length of SaveLoad_Alphabet)
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Set SaveLoad_Char = <Empty String>
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Set Load[0] = 0
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Set LoadCount = 0
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Custom script: call CodeGen_Init()
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SaveLoad Save Rnjm
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Events
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Player - Player 1 (Red) types a chat message containing -save as An exact match
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Player - Player 2 (Blue) types a chat message containing -save as An exact match
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Player - Player 3 (Teal) types a chat message containing -save as An exact match
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Player - Player 4 (Purple) types a chat message containing -save as An exact match
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Player - Player 5 (Yellow) types a chat message containing -save as An exact match
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Player - Player 6 (Orange) types a chat message containing -save as An exact match
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Player - Player 7 (Green) types a chat message containing -save as An exact match
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Player - Player 8 (Pink) types a chat message containing -save as An exact match
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Conditions
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Actions
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-------- Find the players hero, and save it. I realize it leaks but it's just for demonstration. --------
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Set SaveCount = 0
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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))
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Custom script: set udg_Save[udg_SaveCount] = CodeGen_ConvertUnit(GetUnitTypeId(udg_Hero))
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Set SaveCount = (SaveCount + 1)
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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))
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Custom script: set udg_Save[udg_SaveCount] = CodeGen_ConvertUnit(GetUnitTypeId(udg_Pet))
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-------- Save players gold. --------
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Set Save[SaveCount] = ((Triggering player) Current gold)
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Set SaveCount = (SaveCount + 1)
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-------- Save players lumber. --------
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Set Save[SaveCount] = ((Triggering player) Current lumber)
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Set SaveCount = (SaveCount + 1)
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-------- Save heroes EXP. --------
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Set Save[SaveCount] = (Hero experience of Hero)
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Set SaveCount = (SaveCount + 1)
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-------- Save heroes items. --------
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Set Save[SaveCount] = (Number of items carried by Hero)
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For each (Integer Integer_A_Replacement) from 1 to 6, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Item-type of (Item carried by Hero in slot Integer_A_Replacement)) Not equal to (Item-type of No item)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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(Charges remaining in (Item carried by Hero in slot Integer_A_Replacement)) Greater than 0
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Then - Actions
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = 1
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Set SaveCount = (SaveCount + 1)
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Set Item = (Item carried by Hero in slot Integer_A_Replacement)
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Custom script: set udg_Save[udg_SaveCount] = CodeGen_ConvertItem(GetItemTypeId(udg_Item))
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Charges remaining in (Item carried by Hero in slot Integer_A_Replacement))
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Else - Actions
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = 2
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Set SaveCount = (SaveCount + 1)
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Set Item = (Item carried by Hero in slot Integer_A_Replacement)
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Custom script: set udg_Save[udg_SaveCount] = CodeGen_ConvertItem(GetItemTypeId(udg_Item))
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Set SaveCount = (SaveCount + 1)
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Else - Actions
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = 0
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Set SaveCount = (SaveCount + 2)
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Set SaveCount = (SaveCount + 1)
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-------- Show Code --------
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Custom script: set udg_Code = CodeGen_Compile()
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Game - Display to (Player group((Triggering player))) for 60.00 seconds the text: Code
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SaveLoad Load Rnjm
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Events
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Player - Player 1 (Red) types a chat message containing -load as A substring
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Player - Player 2 (Blue) types a chat message containing -load as A substring
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Player - Player 3 (Teal) types a chat message containing -load as A substring
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Player - Player 4 (Purple) types a chat message containing -load as A substring
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Player - Player 5 (Yellow) types a chat message containing -load as A substring
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Player - Player 6 (Orange) types a chat message containing -load as A substring
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Player - Player 7 (Green) types a chat message containing -load as A substring
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Player - Player 8 (Pink) types a chat message containing -load as A substring
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Conditions
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(Substring((Entered chat string), 1, 6)) Equal to -load
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Actions
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-------- Check if load is valid --------
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Set Code = (Substring((Entered chat string), 7, 999))
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Custom script: call CodeGen_Load(udg_Code)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SaveLoad_Valid Equal to False
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Then - Actions
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Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: Invalid code.
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Skip remaining actions
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Else - Actions
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-------- Start loading, load the hero first. --------
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Set LoadCount = 0
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Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Unit - Remove (Picked unit) from the game)
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Unit - Create 1 SaveLoad_Hero[Load[LoadCount]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
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Set Hero = (Last created unit)
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Set PETOwner = (Last created unit)
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Set PETOwnerLoc = (Position of PETOwner)
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Selection - Select (Last created unit) for (Triggering player)
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Unit - Create 1 SaveLoad_Pet[Load[LoadCount]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
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Set PETDummy[(Player number of (Owner of PETOwner))] = (Last created unit)
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Unit - Order PETDummy[(Player number of (Owner of PETOwner))] to Right-Click PETOwner
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-------- Now load players gold --------
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Set LoadCount = (LoadCount + 1)
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Player - Set (Triggering player) Current gold to Load[LoadCount]
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-------- Now load players Lumber --------
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Set LoadCount = (LoadCount + 1)
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Player - Set (Triggering player) Current lumber to Load[LoadCount]
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-------- Load heroes EXP --------
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Set LoadCount = (LoadCount + 1)
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Hero - Set Hero experience to Load[LoadCount], Hide level-up graphics
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-------- Now items --------
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Set LoadCount = (LoadCount + 1)
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For each (Integer Integer_A_Replacement) from 1 to 6, do (Actions)
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Loop - Actions
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Set LoadCount = (LoadCount + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Load[LoadCount] Not equal to 0
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Load[LoadCount] Equal to 1
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Then - Actions
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Set LoadCount = (LoadCount + 1)
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Hero - Create SaveLoad_Item[Load[LoadCount]] and give it to Hero
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Set LoadCount = (LoadCount + 1)
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Item - Set charges remaining in (Last created item) to Load[LoadCount]
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Else - Actions
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Set LoadCount = (LoadCount + 1)
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Hero - Create SaveLoad_Item[Load[LoadCount]] and give it to Hero
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Set LoadCount = (LoadCount + 1)
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Else - Actions
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Set LoadCount = (LoadCount + 2)
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Anyone can help ,, just make it possible.... i know its possible but i cant ,, so i need a big help from you guy ,,,