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Codeless Save and Load

Level 9
Joined
Dec 16, 2017
Messages
343
Hi guys, i'm trying to import Codeless Save and Load (Multiplayer) - v3.0.1 into my map, i use latest patch, but it doesn't save properly, it creates the file with name FileTester.pld, it doesn't create any folder either and it looks like this without any code into it or any char name, level etc.

"
function PreloadFiles takes nothing returns nothing

call PreloadStart()
call Preload( "" )
call BlzSetAbilityTooltip(1097690227, "FileIO_", 1)
//" )
call Preload( "" )
endfunction
function a takes nothing returns nothing
//" )
call PreloadEnd( 0.0 )

endfunction
"

That spell is level 2 + description for tooltip added, i only edited the save trigger, as I've seen it doesn't work yet, i didn't bother to do the load trigger yet.
  • Save Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set VariableSet SaveLoadMaxLength = 64
      • Set VariableSet SaveUseGUI = True
      • -------- ------------------- --------
      • -------- This willl be the directory the save codes will be saved to. --------
      • -------- ------------------- --------
      • Set VariableSet MapName = Trinity ORPG Revamped
      • -------- ------------------- --------
      • -------- This message will display to players who don't have local files enabled --------
      • -------- ------------------- --------
      • Set VariableSet LocalFiles_WarningMessage = |cffe53b3bYou need to enable local files to load your character from disk on patches prior to 1.30!
      • Custom script: set udg_LocalFiles_WarningMessage = udg_LocalFiles_WarningMessage + "\n\n"
      • -------- ------------------- --------
      • -------- Show the save code --------
      • -------- ------------------- --------
      • Set VariableSet SaveShowCode = True
      • -------- ------------------- --------
      • -------- Save hero name (only works with the save slots, not raw save codes) --------
      • -------- Also make sure to set the object editor field "Text - Proper Names Used" to 999 for all of your heroes. --------
      • -------- ------------------- --------
      • Set VariableSet SaveHeroName = True
      • Set VariableSet SaveNameMax = 999
      • -------- ------------------- --------
      • -------- Set these to the values they are in the Advanced -> Gameplay constants --------
      • -------- Allows us to calculate how much XP a hero has --------
      • -------- Note: You can also save EXP the easy way but it will generate a longer code. --------
      • -------- ------------------- --------
      • Set VariableSet HeroXPConstant = 0
      • Set VariableSet HeroXPLevelFactor = 100
      • Set VariableSet HeroXPPrevLevelFactor = 1
      • Set VariableSet HeroXPRequired = 200
      • -------- ------------------- --------
      • -------- Max STR/AGI/INT --------
      • -------- ------------------- --------
      • Set VariableSet SaveUnitMaxStat = 9999999
      • -------- Note: Changing max values can cause a code wipe --------
      • -------- ------------------- --------
      • -------- Store unit types that can be saved here --------
      • -------- ------------------- --------
      • Set VariableSet SaveUnitType[0] = No unit-type
      • Set VariableSet SaveUnitType[1] = |c0000BFFF[Magician] - |c008A2BE2[Job 1]|r
      • Set VariableSet SaveUnitType[2] = |c0000BFFF[Magician] - |c009400D3[Job 2]|r
      • Set VariableSet SaveUnitType[3] = |c0000BFFF[Magician] - |c00DB7093[Job 3]|r
      • Set VariableSet SaveUnitType[4] = |c0000BFFF[Magician] - |c00FF00FF[Job 4]|r
      • Set VariableSet SaveUnitType[5] = |c0000FF7F[Thief] - |c008A2BE2[Job 1]|r
      • Set VariableSet SaveUnitType[6] = |c0000FF7F[Thief] - |c009400D3[Job 2]|r
      • Set VariableSet SaveUnitType[7] = |c0000FF7F[Thief] - |c00DB7093[Job 3]|r
      • Set VariableSet SaveUnitType[8] = |c0000FF7F[Thief] - |c00FF00FF[Job 4]|r
      • Set VariableSet SaveUnitType[9] = |c006B8E23[Archer] - |c008A2BE2[Job 1]|r
      • Set VariableSet SaveUnitType[10] = |c006B8E23[Archer] - |c009400D3[Job 2]|r
      • Set VariableSet SaveUnitType[11] = |c006B8E23[Archer] - |c00DB7093[Job 3]|r
      • Set VariableSet SaveUnitType[12] = |c006B8E23[Archer] - |c00FF00FF[Job 4]|r
      • Set VariableSet SaveUnitType[13] = |c00DC143C[Knight] - |c008A2BE2[Job 1]|r
      • Set VariableSet SaveUnitType[14] = |c00DC143C[Knight] - |c009400D3[Job 2]|r
      • Set VariableSet SaveUnitType[15] = |c00DC143C[Knight] - |c00DB7093[Job 3]|r
      • Set VariableSet SaveUnitType[16] = |c00DC143C[Knight] - |c00FF00FF[Job 4]|r
      • Set VariableSet SaveUnitType[17] = |c00FFB6C1[Acolyte] - |c008A2BE2[Job 1]|r
      • Set VariableSet SaveUnitType[18] = |c00FFB6C1[Acolyte] - |c009400D3[Job 2]|r
      • Set VariableSet SaveUnitType[19] = |c00FFB6C1[Acolyte] - |c00DB7093[Job 3]|r
      • Set VariableSet SaveUnitType[20] = |c00FFB6C1[Acolyte] - |c00FF00FF[Job 4]|r
      • Set VariableSet SaveUnitType[21] = |c00FFD700[Merchant] - |c008A2BE2[Job 1]|r
      • Set VariableSet SaveUnitType[22] = |c00FFD700[Merchant] - |c009400D3[Job 2]|r
      • Set VariableSet SaveUnitType[23] = |c00FFD700[Merchant] - |c00DB7093[Job 3]|r
      • Set VariableSet SaveUnitType[24] = |c00FFD700[Merchant] - |c00FF00FF[Job 4]|r
      • Set VariableSet SaveUnitType[25] = |c00E56717[Warlord] - |c008A2BE2[Job 1]|r
      • Set VariableSet SaveUnitType[26] = |c00E56717[Warlord] - |c009400D3[Job 2]|r
      • Set VariableSet SaveUnitType[27] = |c00E56717[Warlord] - |c00DB7093[Job 3]|r
      • Set VariableSet SaveUnitType[28] = |c00E56717[Warlord] - |c00FF00FF[Job 4]|r
      • Set VariableSet SaveUnitType[29] = |cffFF0000Novice|r
      • Set VariableSet SaveUnitType[30] = |cffFF0000Intermediate|r - |c008A2BE2[Job 1]|r
      • Set VariableSet SaveUnitType[31] = |cffFF0000Intermediate|r - |c009400D3[Job 2]|r
      • Set VariableSet SaveUnitType[32] = |cffFF0000Intermediate|r - |c00DB7093[Job 3]|r
      • Set VariableSet SaveUnitType[33] = |c0036747d[Lich] - |c00FF00FF[Job 4]|r
      • Set VariableSet SaveUnitType[34] = |c00A330C9[Demon Hunter] - |c00FF00FF[Job 4]|r
      • Set VariableSet SaveUnitType[35] = |c00C41E3A[Death Knight] - |c00FF00FF[Job 4]|r
      • Set VariableSet SaveUnitType[36] = |cffFF0000Game Master|r
      • Set VariableSet SaveUnitType[37] = |c0000FF7FThief Class|r
      • Set VariableSet SaveUnitTypeMax = 99
      • -------- Note: Changing max values can cause a code wipe --------
      • -------- ------------------- --------
      • -------- Store item types that can be saved here --------
      • -------- ------------------- --------
      • Set VariableSet SaveItemType[0] = (Item-type of No item)
      • Set VariableSet SaveItemType[1] = Head : First Helmet
      • Set VariableSet SaveItemType[2] = Head : Fourth Helmet
      • Set VariableSet SaveItemType[3] = Head : Second Helmet
      • Set VariableSet SaveItemType[4] = Head : Third Helmet
      • Set VariableSet SaveItemType[5] = |c000070ddHead : Caesar's Helm
      • Set VariableSet SaveItemType[6] = |c000070ddHead : Drake's Helmet
      • Set VariableSet SaveItemType[7] = |c000070ddHead : Eagle's Helmet
      • Set VariableSet SaveItemType[8] = |c000070ddHead : Helmet of the Dominator
      • Set VariableSet SaveItemType[9] = |c000070ddHead : Ultima Head
      • Set VariableSet SaveItemType[10] = |c001eff00Head : Arcane Helm
      • Set VariableSet SaveItemType[11] = |c001eff00Head : Doom's Head
      • Set VariableSet SaveItemType[12] = |c001eff00Head : Helm of Valor
      • Set VariableSet SaveItemType[13] = |c001eff00Head : Hood of Cunning
      • Set VariableSet SaveItemType[14] = |c001eff00Head : Infernal's Head
      • Set VariableSet SaveItemType[15] = |c001eff00Head : Sobi Mask
      • Set VariableSet SaveItemType[16] = |c009d9d9dHead : Crown of the Deathlord
      • Set VariableSet SaveItemType[17] = |c009d9d9dHead : Cursed Helm
      • Set VariableSet SaveItemType[18] = |c009d9d9dHead : Golem Headgear
      • Set VariableSet SaveItemType[19] = |c009d9d9dHead : Jawbone Cap
      • Set VariableSet SaveItemType[20] = |c009d9d9dHead : Mystic Headset
      • Set VariableSet SaveItemType[21] = |c00FF0000Head : Dread Helmet
      • Set VariableSet SaveItemType[22] = |c00FF0000Head : Helm of the Heroes
      • Set VariableSet SaveItemType[23] = |c00a335eeHead : Ancient Demon Helmet|r
      • Set VariableSet SaveItemType[24] = |c00a335eeHead : Ancient Skull|r
      • Set VariableSet SaveItemType[25] = |c00a335eeHead : Runestone Helmet|r
      • Set VariableSet SaveItemType[26] = |cff00ebffHead : God's Mask
      • Set VariableSet SaveItemType[27] = Accesories : First Ring
      • Set VariableSet SaveItemType[28] = Accesories : Fourth Ring
      • Set VariableSet SaveItemType[29] = Accesories : Second Ring
      • Set VariableSet SaveItemType[30] = Accesories : Third Ring
      • Set VariableSet SaveItemType[31] = |c000070ddAccesories : Faithful Ring
      • Set VariableSet SaveItemType[32] = |c000070ddAccesories : Talisman of Evasion
      • Set VariableSet SaveItemType[33] = |c000070ddAccesories : Ultima Ring
      • Set VariableSet SaveItemType[34] = |c000070ddAccesories : Urn of King Terenas
      • Set VariableSet SaveItemType[35] = |c001eff00Accesories : Khadgar's Gem of Health
      • Set VariableSet SaveItemType[36] = |c001eff00Accesories : Khadgar's Pipe of Insight
      • Set VariableSet SaveItemType[37] = |c001eff00Accesories : Lion's Ring
      • Set VariableSet SaveItemType[38] = |c001eff00Accesories : Necklace of the Cultist
      • Set VariableSet SaveItemType[39] = |c009d9d9dAccesories : Bracer of Agility
      • Set VariableSet SaveItemType[40] = |c009d9d9dAccesories : Diamond Jewel
      • Set VariableSet SaveItemType[41] = |c009d9d9dAccesories : Essence of Aszune
      • Set VariableSet SaveItemType[42] = |c009d9d9dAccesories : Ironwood Branch
      • Set VariableSet SaveItemType[43] = |c00FF0000Accesories : Aquamarine Ring
      • Set VariableSet SaveItemType[44] = |c00FF0000Accesories : Divine Ring
      • Set VariableSet SaveItemType[45] = |c00a335eeAccesories : Ancient Necklace|r
      • Set VariableSet SaveItemType[46] = |c00a335eeAccesories : Ancient Ring|r
      • Set VariableSet SaveItemType[47] = |c00a335eeAccesories : Ancient Trinket|r
      • Set VariableSet SaveItemType[48] = |cff00ebffAccesories : God's Cup
      • Set VariableSet SaveItemType[49] = Armor : First Armor
      • Set VariableSet SaveItemType[50] = Armor : Fourth Armor
      • Set VariableSet SaveItemType[51] = Armor : Second Armor
      • Set VariableSet SaveItemType[52] = Armor : Third Armor
      • Set VariableSet SaveItemType[53] = |c000070ddArmor : Divine Shroud
      • Set VariableSet SaveItemType[54] = |c000070ddArmor : Gaia Branches
      • Set VariableSet SaveItemType[55] = |c000070ddArmor : Lord Plate
      • Set VariableSet SaveItemType[56] = |c000070ddArmor : Serpent Jade
      • Set VariableSet SaveItemType[57] = |c000070ddArmor : Shadow Sheating
      • Set VariableSet SaveItemType[58] = |c000070ddArmor : Ultima Armor
      • Set VariableSet SaveItemType[59] = |c001eff00Armor : Dark Armor
      • Set VariableSet SaveItemType[60] = |c001eff00Armor : Demon Armor
      • Set VariableSet SaveItemType[61] = |c001eff00Armor : Hunter's Cape
      • Set VariableSet SaveItemType[62] = |c001eff00Armor : Ninja Suit
      • Set VariableSet SaveItemType[63] = |c001eff00Armor : Rusted Armor
      • Set VariableSet SaveItemType[64] = |c001eff00Armor : Sorcerer Armor
      • Set VariableSet SaveItemType[65] = |c009d9d9dArmor : Battlemage Armor
      • Set VariableSet SaveItemType[66] = |c009d9d9dArmor : Chain Armor
      • Set VariableSet SaveItemType[67] = |c009d9d9dArmor : Combat Shirt
      • Set VariableSet SaveItemType[68] = |c009d9d9dArmor : Mage Coat
      • Set VariableSet SaveItemType[69] = |c009d9d9dArmor : Silver Plate
      • Set VariableSet SaveItemType[70] = |c009d9d9dArmor : Thief Clothes
      • Set VariableSet SaveItemType[71] = |c00FF0000Armor : Phoenix Robe
      • Set VariableSet SaveItemType[72] = |c00FF0000Armor : Valkyrie Armor
      • Set VariableSet SaveItemType[73] = |c00a335eeArmor : Ancient Carapace|r
      • Set VariableSet SaveItemType[74] = |c00a335eeArmor : Ancient Coat|r
      • Set VariableSet SaveItemType[75] = |c00a335eeArmor : Mercenary Armor|r
      • Set VariableSet SaveItemType[76] = |c00a335eeArmor : Runestone Breastplate|r
      • Set VariableSet SaveItemType[76] = |cff00ebffArmor : Lancelot Plate
      • Set VariableSet SaveItemType[77] = |cff00FF00Secret : Fountain of Blood|r
      • Set VariableSet SaveItemType[78] = |cff00FF00Secret : Fountain of Corruption|r
      • Set VariableSet SaveItemType[79] = |cff00FF00Secret : Fountain of Life|r
      • Set VariableSet SaveItemType[80] = Weapon : First Bow
      • Set VariableSet SaveItemType[81] = Weapon : First Dagger
      • Set VariableSet SaveItemType[82] = Weapon : First Gauntlet
      • Set VariableSet SaveItemType[83] = Weapon : First Hammer
      • Set VariableSet SaveItemType[84] = Weapon : First Staff
      • Set VariableSet SaveItemType[85] = Weapon : First Sword
      • Set VariableSet SaveItemType[86] = Weapon : Fourth Bow
      • Set VariableSet SaveItemType[87] = Weapon : Fourth Dagger
      • Set VariableSet SaveItemType[88] = Weapon : Fourth Gauntlet
      • Set VariableSet SaveItemType[89] = Weapon : Fourth Hammer
      • Set VariableSet SaveItemType[90] = Weapon : Fourth Staff
      • Set VariableSet SaveItemType[91] = Weapon : Fourth Sword
      • Set VariableSet SaveItemType[92] = Weapon : Second Bow
      • Set VariableSet SaveItemType[93] = Weapon : Second Dagger
      • Set VariableSet SaveItemType[94] = Weapon : Second Gauntlet
      • Set VariableSet SaveItemType[95] = Weapon : Second Staff
      • Set VariableSet SaveItemType[96] = Weapon : Second Hammer
      • Set VariableSet SaveItemType[97] = Weapon : Second Sword
      • Set VariableSet SaveItemType[98] = Weapon : Third Bow
      • Set VariableSet SaveItemType[99] = Weapon : Third Dagger
      • Set VariableSet SaveItemType[100] = Weapon : Third Gauntlet
      • Set VariableSet SaveItemType[101] = Weapon : Third Hammer
      • Set VariableSet SaveItemType[102] = Weapon : Third Staff
      • Set VariableSet SaveItemType[103] = Weapon : Third Sword
      • Set VariableSet SaveItemType[104] = |c000070ddWeapon : Ancestral Staff
      • Set VariableSet SaveItemType[105] = |c000070ddWeapon : Bloody Hammer
      • Set VariableSet SaveItemType[106] = |c000070ddWeapon : Claws of Eddga
      • Set VariableSet SaveItemType[107] = |c000070ddWeapon : God Scepter
      • Set VariableSet SaveItemType[108] = |c000070ddWeapon : Mjolnir
      • Set VariableSet SaveItemType[109] = |c000070ddWeapon : Red Guillotine
      • Set VariableSet SaveItemType[110] = |c000070ddWeapon : Ruined King Sword
      • Set VariableSet SaveItemType[111] = |c000070ddWeapon : Winds Bow
      • Set VariableSet SaveItemType[112] = |c001eff00Weapon : Claw of Bloodly Roar
      • Set VariableSet SaveItemType[113] = |c001eff00Weapon : Demoniac Wand
      • Set VariableSet SaveItemType[114] = |c001eff00Weapon : Gakkung
      • Set VariableSet SaveItemType[115] = |c001eff00Weapon : Heavy Hammer
      • Set VariableSet SaveItemType[116] = |c001eff00Weapon : North Sword
      • Set VariableSet SaveItemType[117] = |c009d9d9dWeapon : Bloody Knife
      • Set VariableSet SaveItemType[118] = |c009d9d9dWeapon : Bow of the Moon
      • Set VariableSet SaveItemType[119] = |c009d9d9dWeapon : Ceremonial Sword
      • Set VariableSet SaveItemType[120] = |c009d9d9dWeapon : Haedonggum
      • Set VariableSet SaveItemType[121] = |c009d9d9dWeapon : Holy Hammer
      • Set VariableSet SaveItemType[122] = |c009d9d9dWeapon : Jamadhar
      • Set VariableSet SaveItemType[123] = |c009d9d9dWeapon : Staff of Fire
      • Set VariableSet SaveItemType[124] = |c009d9d9dWeapon : Staff of Water
      • Set VariableSet SaveItemType[125] = |c00FF0000Weapon : Bone Bow
      • Set VariableSet SaveItemType[126] = |c00FF0000Weapon : Divine Rapier
      • Set VariableSet SaveItemType[127] = |c00FF0000Weapon : Empowered Hammer
      • Set VariableSet SaveItemType[128] = |c00FF0000Weapon : Heavenly Demolisher
      • Set VariableSet SaveItemType[129] = |c00FF0000Weapon : Moon Staff
      • Set VariableSet SaveItemType[130] = |c00FF0000Weapon : Mystic Staff
      • Set VariableSet SaveItemType[131] = |c00FF0000Weapon : Razor Claws
      • Set VariableSet SaveItemType[132] = |c00FF0000Weapon : Sanguine Bow
      • Set VariableSet SaveItemType[133] = |c00FF0000Weapon : Skeleton Sword
      • Set VariableSet SaveItemType[134] = |c00FF0000Weapon : Swift Dagger
      • Set VariableSet SaveItemType[135] = |c00a335eeWeapon : Chilling Dagger|r
      • Set VariableSet SaveItemType[136] = |c00a335eeWeapon : Runestone Battlestaff|r
      • Set VariableSet SaveItemType[137] = |c00a335eeWeapon : Runestone Greatsword|r
      • Set VariableSet SaveItemType[138] = |c00a335eeWeapon : Runestone Longbow|r
      • Set VariableSet SaveItemType[139] = |c00a335eeWeapon : Runestone Warhammer|r
      • Set VariableSet SaveItemType[140] = |cff00ebffWeapon : God's Strength
      • Set VariableSet SaveItemType[141] = Miscellaneous : First Arrow
      • Set VariableSet SaveItemType[142] = Miscellaneous : First Dagger
      • Set VariableSet SaveItemType[143] = Miscellaneous : First Shield
      • Set VariableSet SaveItemType[144] = Miscellaneous : Fourth Arrow
      • Set VariableSet SaveItemType[145] = Miscellaneous : Fourth Dagger
      • Set VariableSet SaveItemType[146] = Miscellaneous : Fourth Shield
      • Set VariableSet SaveItemType[147] = Miscellaneous : Second Arrow
      • Set VariableSet SaveItemType[148] = Miscellaneous : Second Dagger
      • Set VariableSet SaveItemType[149] = Miscellaneous : Second Shield
      • Set VariableSet SaveItemType[150] = Miscellaneous : Third Arrow
      • Set VariableSet SaveItemType[151] = Miscellaneous : Third Dagger
      • Set VariableSet SaveItemType[152] = Miscellaneous : Third Shield
      • Set VariableSet SaveItemType[153] = |c000070ddMiscellaneous : Arcanite Shield
      • Set VariableSet SaveItemType[154] = |c000070ddMiscellaneous : Book of Water
      • Set VariableSet SaveItemType[155] = |c000070ddMiscellaneous : Oridecon Arrow
      • Set VariableSet SaveItemType[156] = |c000070ddMiscellaneous : Osiris's Eye
      • Set VariableSet SaveItemType[157] = |c000070ddMiscellaneous : Sphere of Wind
      • Set VariableSet SaveItemType[158] = |c000070ddMiscellaneous : Tyrant's Katar
      • Set VariableSet SaveItemType[159] = |c000070ddMiscellaneous : Ultima Shield
      • Set VariableSet SaveItemType[160] = |c000070ddMiscellaneous : Vampiric Grail
      • Set VariableSet SaveItemType[161] = |c001eff00Miscellaneous : Demon Killer
      • Set VariableSet SaveItemType[162] = |c001eff00Miscellaneous : Moon Arrow
      • Set VariableSet SaveItemType[163] = |c001eff00Miscellaneous : Necro Pot
      • Set VariableSet SaveItemType[164] = |c001eff00Miscellaneous : Sphere of Storm
      • Set VariableSet SaveItemType[165] = |c001eff00Miscellaneous : Stout Shield
      • Set VariableSet SaveItemType[166] = |c001eff00Miscellaneous : Unholy Shield
      • Set VariableSet SaveItemType[167] = |c009d9d9dMiscellaneous : Bloody Knife
      • Set VariableSet SaveItemType[168] = |c009d9d9dMiscellaneous : Book of the Beginner
      • Set VariableSet SaveItemType[169] = |c009d9d9dMiscellaneous : Fire Arrow
      • Set VariableSet SaveItemType[170] = |c009d9d9dMiscellaneous : Frost Arrow
      • Set VariableSet SaveItemType[171] = |c009d9d9dMiscellaneous : Horn of the Forest
      • Set VariableSet SaveItemType[172] = |c009d9d9dMiscellaneous : Jamadhar
      • Set VariableSet SaveItemType[173] = |c009d9d9dMiscellaneous : Mage Guard
      • Set VariableSet SaveItemType[174] = |c009d9d9dMiscellaneous : Sphere of Lightning
      • Set VariableSet SaveItemType[175] = |c00FF0000Miscellaneous : Dark Arrow
      • Set VariableSet SaveItemType[176] = |c00FF0000Miscellaneous : Golden Shield
      • Set VariableSet SaveItemType[177] = |c00FF0000Miscellaneous : Shield of Hope
      • Set VariableSet SaveItemType[178] = |c00FF0000Miscellaneous : Soul Arrow
      • Set VariableSet SaveItemType[179] = |c00a335eeMiscellaneous : Ancient Arrow|r
      • Set VariableSet SaveItemType[180] = |c00a335eeMiscellaneous : Ancient Shield|r
      • Set VariableSet SaveItemType[181] = |c00a335eeMiscellaneous : Toxic Dagger|r
      • Set VariableSet SaveItemType[182] = |cff00ebffMiscellaneous : Divine Gemstone
      • Set VariableSet SaveItemType[183] = Boots : First Boots
      • Set VariableSet SaveItemType[184] = Boots : Fourth Boots
      • Set VariableSet SaveItemType[185] = Boots : Second Boots
      • Set VariableSet SaveItemType[186] = Boots : Third Boots
      • Set VariableSet SaveItemType[187] = |c000070ddBoots : Armored Boots
      • Set VariableSet SaveItemType[188] = |c000070ddBoots : Robot Leg
      • Set VariableSet SaveItemType[189] = |c000070ddBoots : Sleipnir
      • Set VariableSet SaveItemType[190] = |c001eff00Boots : Boots of the Wolf
      • Set VariableSet SaveItemType[191] = |c001eff00Boots : Cold Shoes
      • Set VariableSet SaveItemType[192] = |c001eff00Boots : Plated Footgear
      • Set VariableSet SaveItemType[193] = |c009d9d9dBoots : Enchanted Shoes
      • Set VariableSet SaveItemType[194] = |c009d9d9dBoots : Ninja Sandals
      • Set VariableSet SaveItemType[195] = |c009d9d9dBoots : Plated Boots
      • Set VariableSet SaveItemType[196] = |c00FF0000Boots : Jade Boots
      • Set VariableSet SaveItemType[197] = |c00FF0000Boots : Mithril Greaves
      • Set VariableSet SaveItemType[198] = |c00a335eeBoots : Ancient Boots|r
      • Set VariableSet SaveItemType[199] = |cff00ebffBoots : God's Greaves
      • Set VariableSet SaveItemTypeMax = 999
      • -------- Note: Changing max values can cause a code wipe --------
      • -------- ------------------- --------
      • -------- Store ability types that can be saved here --------
      • -------- ------------------- --------
      • Set VariableSet SaveAbilityType[1] = Endurance Aura
      • Set VariableSet SaveAbilityType[2] = Reincarnation Item
      • Set VariableSet SaveAbilityType[3] = |r Boss Water Stomp
      • Set VariableSet SaveAbilityType[4] = Frost Nova
      • Set VariableSet SaveAbilityType[5] = Frost Armor (Autocast)
      • Set VariableSet SaveAbilityType[6] = Dark Ritual
      • Set VariableSet SaveAbilityType[7] = Death And Decay
      • Set VariableSet SaveAbilityType[8] = |r Unit Mana Burn
      • Set VariableSet SaveAbilityType[9] = Immolation
      • Set VariableSet SaveAbilityType[10] = |r Boss Spell Evasion
      • Set VariableSet SaveAbilityType[11] = Metamorphosis Demon Hunter Job 4
      • Set VariableSet SaveAbilityType[12] = Forked Lightning
      • Set VariableSet SaveAbilityType[13] = Frost Arrows
      • Set VariableSet SaveAbilityType[14] = Mana Shield
      • Set VariableSet SaveAbilityType[15] = Tornado
      • Set VariableSet SaveAbilityType[16] = Summon Bear
      • Set VariableSet SaveAbilityType[17] = |r Unit Summon Quilbeast
      • Set VariableSet SaveAbilityType[18] = Summon Hawk
      • Set VariableSet SaveAbilityType[19] = Stampede
      • Set VariableSet SaveAbilityType[20] = |r Boss Flame Strike
      • Set VariableSet SaveAbilityType[21] = |r Unit Banish
      • Set VariableSet SaveAbilityType[22] = Siphon Mana
      • Set VariableSet SaveAbilityType[23] = Phoenix
      • Set VariableSet SaveAbilityType[24] = |r Boss Shockwave
      • Set VariableSet SaveAbilityTypeMax = 199
      • -------- Note: Changing max values can cause a code wipe --------
      • -------- ------------------- --------
      • -------- Automatically copy variables --------
      • -------- ------------------- --------
      • Set VariableSet SavePlayerLoading[0] = False
      • Set VariableSet SaveLoadEvent = -1.00
      • Set VariableSet SaveCount = 0
      • Set VariableSet SaveValue[0] = 0
      • Set VariableSet SaveMaxValue[0] = 0
      • Set VariableSet SaveTempInt = 0
      • Set VariableSet SavePlayerHero[0] = No unit
      • Set VariableSet SaveCurrentSlot[0] = 0
      • Set VariableSet SaveLoadEvent_Code = <Empty String>
      • Set VariableSet SaveLoadEvent_Player = Player 1 (Red)
      • Set VariableSet SaveNameList[0] = <Empty String>
      • Set VariableSet SaveCodeColored = <Empty String>
      • Trigger - Run HeroNames <gen> (ignoring conditions)
      • Custom script: call SaveHelper.Init()
  • Save GUI
    • 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
    • Conditions
      • SaveUseGUI Equal to True
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] is A Hero) Equal to True
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0ECoal|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EOrc Flag|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0ETalisman|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EScroll Rent Armor|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EPurified Soul|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EProntera Guardian Armor|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EOrc Head|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EMoon Crystal Part 1|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EMoon Crystal Part 2|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EMoon Crystal Part 3|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EMoon Crystal Completed|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0ELetter of Success|r - |c008A2BE2[Job 1]|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0ELetter of Recommendation|r - |c009400D3[Job 2]|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0ELetter of Recommendation|r - |c00DB7093[Job 3]|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0ELetter of Recommendation|r - |c00FF00FF[Job 4]|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0ELetter from the Bible|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0ELetter for the lost one|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0ELetter for a friend|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EKey|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EDruhlak's Shield|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EDark Bible|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EBigfoot Head|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00E56717[Warlord] Figurine|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00FFD700[Merchant] Figurine|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00FFB6C1[Acolyte] Figurine|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00DC143C[Knight] Figurine|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c006B8E23[Archer] Figurine|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c0000FF7F[Thief] Figurine|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c0000BFFF[Magician] Figurine|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EAcknowledgement|r) Equal to False
      • (SavePlayerHero[((Player number of (Triggering player)) - 1)] has an item of type |c00fEBA0EAcknowledgement #2|r) Equal to False
    • Actions
      • -------- ------------------- --------
      • -------- NOTE: You must load values in the reverse order you saved them in. This is why we save the unit type last. --------
      • -------- ------------------- --------
      • Set VariableSet SaveTempUnit = SavePlayerHero[((Player number of (Triggering player)) - 1)]
      • Set VariableSet SaveCount = -1
      • -------- Save Abilities --------
      • For each (Integer SaveTempInt) from 0 to SaveAbilityTypeMax, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of SaveAbilityType[SaveTempInt] for SaveTempUnit) Greater than 0
            • Then - Actions
              • -------- Save level of ability --------
              • Set VariableSet SaveCount = (SaveCount + 1)
              • Set VariableSet SaveValue[SaveCount] = (Level of SaveAbilityType[SaveTempInt] for SaveTempUnit)
              • Set VariableSet SaveMaxValue[SaveCount] = 10
              • -------- Save the array index --------
              • Set VariableSet SaveCount = (SaveCount + 1)
              • Set VariableSet SaveValue[SaveCount] = SaveTempInt
              • Set VariableSet SaveMaxValue[SaveCount] = SaveAbilityTypeMax
            • Else - Actions
      • -------- Save the number of abilities the unit has --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveValue[SaveCount] = (SaveCount / 2)
      • Set VariableSet SaveMaxValue[SaveCount] = SaveAbilityTypeMax
      • -------- Save Skill Points --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveValue[SaveCount] = (Unspent skill points of SaveTempUnit)
      • Set VariableSet SaveMaxValue[SaveCount] = 999
      • -------- Save Items --------
      • For each (Integer SaveTempInt) from 0 to 5, do (Actions)
        • Loop - Actions
          • Set VariableSet SaveCount = (SaveCount + 1)
          • Custom script: set udg_SaveValue[udg_SaveCount] = SaveHelper.ConvertItemId(GetItemTypeId(UnitItemInSlot(udg_SaveTempUnit, udg_SaveTempInt)))
          • Set VariableSet SaveMaxValue[SaveCount] = SaveItemTypeMax
      • -------- Save Attributes --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveValue[SaveCount] = (Strength of SaveTempUnit (Exclude bonuses))
      • Set VariableSet SaveMaxValue[SaveCount] = 9999999
      • -------- ------------------- --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveValue[SaveCount] = (Agility of SaveTempUnit (Exclude bonuses))
      • Set VariableSet SaveMaxValue[SaveCount] = 9999999
      • -------- ------------------- --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveValue[SaveCount] = (Intelligence of SaveTempUnit (Exclude bonuses))
      • Set VariableSet SaveMaxValue[SaveCount] = 999
      • -------- Save Experience (%) and Level --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Custom script: set udg_SaveValue[udg_SaveCount] = R2I( (GetHeroXP(udg_SaveTempUnit)) / SaveHelper.GetLevelXP(GetHeroLevel(udg_SaveTempUnit)) * 100) // percentage
      • Set VariableSet SaveMaxValue[SaveCount] = 100
      • -------- ------------------- --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveValue[SaveCount] = (Hero level of SaveTempUnit)
      • Set VariableSet SaveMaxValue[SaveCount] = 100
      • -------- Save Hero Name --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Custom script: set udg_SaveValue[udg_SaveCount] = SaveHelper.GetHeroNameID(GetHeroProperName(udg_SaveTempUnit))
      • Set VariableSet SaveMaxValue[SaveCount] = SaveNameMax
      • -------- Hero Gold --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveValue[SaveCount] = ((Owner of SaveTempUnit) Current gold)
      • Set VariableSet SaveMaxValue[SaveCount] = 9999999
      • -------- Hero Lumber --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveValue[SaveCount] = ((Owner of SaveTempUnit) Current lumber)
      • Set VariableSet SaveMaxValue[SaveCount] = 9999999
      • -------- Save Stash + Items --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Owner of SaveTempUnit) is in Map_StashGroup.) Equal to True
        • Then - Actions
          • Set VariableSet SaveCount = (SaveCount + 1)
          • -------- Stash Items --------
          • Set VariableSet SaveCount = (SaveCount + 1)
          • Set VariableSet SaveValue[SaveCount] = (Number of items carried by Map_Stash[(Player number of (Owner of SaveTempUnit))])
          • For each (Integer A) from 0 to 5, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Item carried by Map_Stash[(Player number of (Owner of SaveTempUnit))] in slot (Integer A)) is owned) Equal to True
                • Then - Actions
                  • Set VariableSet Item2 = (Item carried by Map_Stash[(Player number of (Triggering player))] in slot (Integer A))
                  • For each (Integer B) from 1 to SaveItemTypeMax, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Item-type of Item2) Equal to SaveItemType[(Integer B)]
                        • Then - Actions
                          • Set VariableSet SaveCount = (SaveCount + 1)
                          • Set VariableSet SaveValue[SaveCount] = (Integer B)
                          • Set VariableSet SaveMaxValue[SaveCount] = SaveItemTypeMax
                          • -------- The number of charges it has --------
                          • Set VariableSet SaveCount = (SaveCount + 1)
                          • Set VariableSet SaveValue[SaveCount] = (Charges remaining in Item2)
                        • Else - Actions
                • Else - Actions
        • Else - Actions
          • Set VariableSet Save[SaveCount] = 0
      • -------- Save Unit Type --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Custom script: set udg_SaveValue[udg_SaveCount] = SaveHelper.ConvertUnitId(GetUnitTypeId(udg_SaveTempUnit))
      • Set VariableSet SaveMaxValue[SaveCount] = SaveUnitTypeMax
      • -------- Save to disk --------
      • Custom script: set udg_SaveTempInt = Savecode.create()
      • For each (Integer A) from 0 to SaveCount, do (Actions)
        • Loop - Actions
          • Custom script: call Savecode(udg_SaveTempInt).Encode(udg_SaveValue[bj_forLoopAIndex], udg_SaveMaxValue[bj_forLoopAIndex])
      • Set VariableSet SaveTempString = <Empty String>
      • Custom script: set udg_SaveTempString = Savecode(udg_SaveTempInt).Save(GetTriggerPlayer(), 1)
      • Custom script: call SaveFile.create(GetTriggerPlayer(), SaveHelper.GetUnitTitle(udg_SaveTempUnit), -1, udg_SaveTempString)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SaveShowCode Equal to True
        • Then - Actions
          • Custom script: set udg_SaveCodeColored = Savecode_colorize(udg_SaveTempString)
          • Game - Display to (All players) the text: SaveCodeColored
        • Else - Actions
  • Load GUI
    • Events
      • Game - SaveLoadEvent becomes Equal to 1.00
    • Conditions
      • SaveUseGUI Equal to True
    • Actions
      • Set VariableSet SaveCount = 0
      • -------- ------------------- --------
      • -------- NOTE: You must load values in the reverse order you saved them in --------
      • -------- ------------------- --------
      • -------- Validate --------
      • -------- ------------------- --------
      • Custom script: set udg_SaveTempInt = integer(Savecode.create())
      • Custom script: if not (Savecode(udg_SaveTempInt).Load(udg_SaveLoadEvent_Player, udg_SaveLoadEvent_Code, 1)) then
      • Game - Display to (Player group(SaveLoadEvent_Player)) the text: Invalid load code (...
      • Skip remaining actions
      • Custom script: endif
      • Custom script: call DisplayTextToPlayer(GetLocalPlayer(), 0, 0, "Loaded " + User[udg_SaveLoadEvent_Player].nameColored + "'s character!")
      • Unit - Remove SavePlayerHero[((Player number of SaveLoadEvent_Player) - 1)] from the game
      • -------- Load Hero --------
      • Set VariableSet SaveMaxValue[SaveCount] = SaveUnitTypeMax
      • Custom script: call SaveHelper.GUILoadNext()
      • -------- ------------------- --------
      • Unit - Create 1 SaveUnitType[SaveValue[SaveCount]] for SaveLoadEvent_Player at (Center of (Playable map area)) facing Default building facing degrees
      • Set VariableSet SaveTempUnit = (Last created unit)
      • Set VariableSet SavePlayerHero[((Player number of SaveLoadEvent_Player) - 1)] = SaveTempUnit
      • Selection - Select SaveTempUnit for SaveLoadEvent_Player
      • -------- Load Hero Name --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveMaxValue[SaveCount] = SaveNameMax
      • Custom script: call SaveHelper.GUILoadNext()
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (SaveUnitType[SaveValue[(SaveCount - 1)]] is A Hero) Equal to True
          • SaveHeroName Equal to True
        • Then - Actions
          • Custom script: set udg_SaveTempString = SaveHelper.GetHeroNameFromID(udg_SaveValue[udg_SaveCount])
          • Custom script: call BlzSetHeroProperName(udg_SaveTempUnit, udg_SaveTempString)
        • Else - Actions
      • -------- Load Experience and Level --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveMaxValue[SaveCount] = 100
      • Custom script: call SaveHelper.GUILoadNext()
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveMaxValue[SaveCount] = 100
      • Custom script: call SaveHelper.GUILoadNext()
      • -------- ------------------- --------
      • Custom script: set udg_SaveTempReal = SaveHelper.GetLevelXP(udg_SaveValue[udg_SaveCount-1])
      • Hero - Set SaveTempUnit experience to (Integer((((Real(SaveValue[SaveCount])) / 100.00) x SaveTempReal))), Hide level-up graphics
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Hero level of SaveTempUnit) Not equal to SaveValue[(SaveCount - 1)]
        • Then - Actions
          • Hero - Set SaveTempUnit Hero-level to SaveValue[(SaveCount - 1)], Hide level-up graphics
        • Else - Actions
      • -------- Load Attributes --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveMaxValue[SaveCount] = 999
      • Custom script: call SaveHelper.GUILoadNext()
      • Hero - Modify Intelligence of SaveTempUnit: Set to SaveValue[SaveCount].
      • -------- ------------------- --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveMaxValue[SaveCount] = 999
      • Custom script: call SaveHelper.GUILoadNext()
      • Hero - Modify Agility of SaveTempUnit: Set to SaveValue[SaveCount].
      • -------- ------------------- --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveMaxValue[SaveCount] = 999
      • Custom script: call SaveHelper.GUILoadNext()
      • Hero - Modify Strength of SaveTempUnit: Set to SaveValue[SaveCount].
      • -------- Load Items --------
      • For each (Integer A) from 0 to 5, do (Actions)
        • Loop - Actions
          • Set VariableSet SaveCount = (SaveCount + 1)
          • Set VariableSet SaveMaxValue[SaveCount] = SaveItemTypeMax
          • Custom script: call SaveHelper.GUILoadNext()
          • Hero - Create SaveItemType[SaveValue[SaveCount]] and give it to SaveTempUnit
      • -------- Load Skill Points --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveMaxValue[SaveCount] = 999
      • Custom script: call SaveHelper.GUILoadNext()
      • Hero - Modify unspent skill points of SaveTempUnit: Set to 0 points
      • Hero - Modify unspent skill points of SaveTempUnit: Set to (SaveValue[SaveCount] - (Unspent skill points of SaveTempUnit)) points
      • -------- Load Abilities --------
      • Set VariableSet SaveCount = (SaveCount + 1)
      • Set VariableSet SaveMaxValue[SaveCount] = SaveAbilityTypeMax
      • Custom script: call SaveHelper.GUILoadNext()
      • Set VariableSet SaveTempReal = (Real(SaveValue[SaveCount]))
      • For each (Integer A) from 0 to (Integer(SaveTempReal)), do (Actions)
        • Loop - Actions
          • Set VariableSet SaveCount = (SaveCount + 1)
          • Set VariableSet SaveMaxValue[SaveCount] = SaveAbilityTypeMax
          • Custom script: call SaveHelper.GUILoadNext()
          • Unit - Add SaveAbilityType[SaveValue[SaveCount]] to SaveTempUnit
          • Set VariableSet SaveCount = (SaveCount + 1)
          • Set VariableSet SaveMaxValue[SaveCount] = 10
          • Custom script: call SaveHelper.GUILoadNext()
          • Unit - Set level of SaveAbilityType[SaveValue[(SaveCount - 1)]] for SaveTempUnit to SaveValue[SaveCount]
      • Custom script: call Savecode(udg_SaveTempInt).destroy()
What could it be?
Also, in game doesn't show any text regarding save or the code.

Later edit:

When i try to save with ESC from the buttons, i receive this.
WC3ScrnShot_010724_221613_000.png
 
Last edited:
Level 18
Joined
Mar 16, 2008
Messages
721
... it doesn't create any folder either and it looks like this without any code into it or any char name, level etc.
It will encrypt the save anyway so it will just look like nonsense anyway?

some guesses:
1) does the map name match exactly with the file name? if it's not even creating a folder then it makes me think this is the problem. . .
2) i think you might need to put the save count before the loop, i think everything needs to be saved regardless?
3) the display text has been bugging out for me. so I just used normal display messages. maybe related the recent patch idk.

hopefully Uncle will be able to fix this.
 
Level 9
Joined
Dec 16, 2017
Messages
343
1) yes
2) in the original thread map, the save count is in loop and not before
3) i have some custom texts that still works tho, for the old save/load I've used or other features.

Later edit:
Well, i need it, because in buttons i can't save many chars, at the most case, about 9, and there are many opportunities to get more chars.. so, it's good for some but i still need more chars to be saved, and text files would help for manual load.
 
Last edited:
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