Hello everyone.
I have tried to import AceHart's save/load system which was working on demo map perfectly, but problem occur in my map.
It saves ONLY item on my first inventory slot (maybe it loads only that item, I don't know, but code enlarges with more items in inventory).
So as I said, it loads only item on first slot.
Here are triggers.
GUI Part
I have tried to import AceHart's save/load system which was working on demo map perfectly, but problem occur in my map.
It saves ONLY item on my first inventory slot (maybe it loads only that item, I don't know, but code enlarges with more items in inventory).
So as I said, it loads only item on first slot.
Here are triggers.
JASS:
function SaveLoad_InitialSetup takes nothing returns nothing
local integer i = 0
local integer j = 0
loop
set udg_SaveLoad_Compress[i + 48] = j
set udg_SaveLoad_Uncompress[i] = i + 48
set j = j + 1
set i = i + 1
exitwhen i >= 10
endloop
set i = 0
loop
set udg_SaveLoad_Compress[i + 97] = j
set udg_SaveLoad_Compress[i + 65] = j + 26
set udg_SaveLoad_Uncompress[i + 10] = i + 97
set udg_SaveLoad_Uncompress[i + 26 + 10] = i + 65
set j = j + 1
set i = i + 1
exitwhen i >= 26
endloop
endfunction
function SaveLoad_Id2CId takes integer n returns integer
local integer i = n / (256 * 256 * 256)
local integer r
set n = n - i * (256 * 256 * 256)
set r = udg_SaveLoad_Compress[i]
set i = n / (256 * 256)
set n = n - i * (256 * 256)
set r = r * 64 + udg_SaveLoad_Compress[i]
set i = n / 256
set r = r * 64 + udg_SaveLoad_Compress[i]
return r * 64 + udg_SaveLoad_Compress[n - i * 256]
endfunction
function SaveLoad_CId2Id takes integer n returns integer
local integer i = n / (64 * 64 * 64)
local integer r
set n = n - i * (64 * 64 * 64)
set r = udg_SaveLoad_Uncompress[i]
set i = n / (64 * 64)
set n = n - i * (64 * 64)
set r = r * 256 + udg_SaveLoad_Uncompress[i]
set i = n / 64
set r = r * 256 + udg_SaveLoad_Uncompress[i]
return r * 256 + udg_SaveLoad_Uncompress[n - i * 64]
endfunction
function SaveLoad_Unit2Integer takes unit u returns integer
local integer i = 0
local integer n = GetUnitTypeId(u)
if udg_SaveLoad_Initialized == false then
set udg_SaveLoad_Initialized = true
call SaveLoad_InitialSetup()
endif
loop
set i = i + 1
exitwhen i > udg_SaveLoad_Heroes_LastIndex
if udg_SaveLoad_Heroes[i] == n then
return i
endif
endloop
return SaveLoad_Id2CId(n)
endfunction
function SaveLoad_Integer2Unit takes integer i returns integer
if udg_SaveLoad_Initialized == false then
set udg_SaveLoad_Initialized = true
call SaveLoad_InitialSetup()
endif
if i <= udg_SaveLoad_Heroes_LastIndex then
return udg_SaveLoad_Heroes[i]
endif
return SaveLoad_CId2Id(i)
endfunction
function SaveLoad_Item2Integer takes item t returns integer
local integer i = 0
local integer n = GetItemTypeId(t)
if udg_SaveLoad_Initialized == false then
set udg_SaveLoad_Initialized = true
call SaveLoad_InitialSetup()
endif
loop
set i = i + 1
exitwhen i > udg_SaveLoad_Items_LastIndex
if udg_SaveLoad_Items[i] == n then
return i
endif
endloop
return SaveLoad_Id2CId(n)
endfunction
function SaveLoad_Integer2Item takes integer i returns integer
if udg_SaveLoad_Initialized == false then
set udg_SaveLoad_Initialized = true
call SaveLoad_InitialSetup()
endif
if i <= udg_SaveLoad_Items_LastIndex then
return udg_SaveLoad_Items[i]
endif
return SaveLoad_CId2Id(i)
endfunction
function SaveLoad_Ability2Integer takes integer a returns integer
local integer i = 0
if udg_SaveLoad_Initialized == false then
set udg_SaveLoad_Initialized = true
call SaveLoad_InitialSetup()
endif
loop
set i = i + 1
exitwhen i > udg_SaveLoad_Abilities_LastIndex
if udg_SaveLoad_Abilities[i] == a then
return i
endif
endloop
return SaveLoad_Id2CId(a)
endfunction
function SaveLoad_Integer2Ability takes integer i returns integer
if udg_SaveLoad_Initialized == false then
set udg_SaveLoad_Initialized = true
call SaveLoad_InitialSetup()
endif
if i <= udg_SaveLoad_Abilities_LastIndex then
return udg_SaveLoad_Abilities[i]
endif
return SaveLoad_CId2Id(i)
endfunction
function SaveLoad_Color takes string s returns string
local integer i = StringLength(s)
local string c
local string r = ""
loop
set i = i - 1
set c = SubString(s,i,i + 1)
if c == "0" or c == "1" or c == "2" or c == "3" or c == "4" or c == "5" or c == "6" or c == "7" or c == "8" or c == "9" then
set r = "|cffffcc00" + c + "|r" + r
elseif c == "-" then
set r = "|cffdddddd-|r" + r
else
set r = c + r
endif
exitwhen i <= 0
endloop
return r
endfunction
function SaveLoad_EncodeChar takes string n returns integer
local integer i = 0
local string s1 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
local string s2 = "abcdefghijklmnopqrstuvwxyz"
local string s3 = "0123456789"
loop
if SubString(s1,i,i + 1) == n then
return i
endif
if SubString(s2,i,i + 1) == n then
return i
endif
set i = i + 1
exitwhen i >= 26
endloop
set i = 0
loop
if SubString(s3,i,i + 1) == n then
return i
endif
set i = i + 1
exitwhen i >= 10
endloop
return 0
endfunction
function SaveLoad_EncodeVerify takes string buffer returns integer
local integer i = 0
local integer j = 0
local string name = GetPlayerName(GetTriggerPlayer())
if udg_SaveLoad_UsePlayername == true then
loop
set j = j + SaveLoad_EncodeChar(SubString(name,i,i + 1))
set i = i + 1
exitwhen i >= StringLength(name)
endloop
endif
set i = 0
loop
set j = j + SaveLoad_EncodeChar(SubString(buffer,i,i + 1))
set i = i + 1
exitwhen i >= StringLength(buffer)
endloop
return j
endfunction
function SaveLoad_EncodeValues takes nothing returns string
local integer i
local integer j
local integer k
local integer l
local integer m
local integer CodeLength = StringLength(udg_SaveLoad_Alphabet)
local integer array a
local string buffer = ""
local string c = ""
local integer skip = 0
local integer CONST = 1000000
local string abc = "0123456789"
set i = 0
loop
set i = i + 1
exitwhen i > udg_SaveCount
set buffer = buffer + I2S(udg_Save[i]) + "-"
endloop
set buffer = buffer + I2S(SaveLoad_EncodeVerify(buffer))
if udg_Save[1] == 0 then
set buffer = "-" + buffer
endif
set i = 0
loop
set a[i] = 0
set i = i + 1
exitwhen i >= 100
endloop
set m = 0
set i = 0
loop
set j = 0
loop
set a[j] = a[j] * 11
set j = j + 1
exitwhen j > m
endloop
set l = 0
set c = SubString(buffer,i,i + 1)
loop
exitwhen SubString(abc,l,l + 1) == c
set l = l + 1
exitwhen l > 9
endloop
set a[0] = a[0] + l
set j = 0
loop
set k = a[j] / CONST
set a[j] = a[j] - k * CONST
set a[j + 1] = a[j + 1] + k
set j = j + 1
exitwhen j > m
endloop
if k > 0 then
set m = m + 1
endif
set i = i + 1
exitwhen i >= StringLength(buffer)
endloop
set buffer = ""
loop
exitwhen m < 0
set j = m
loop
exitwhen j <= 0
set k = a[j] / CodeLength
set a[j - 1] = a[j - 1] + (a[j] - k * CodeLength) * CONST
set a[j] = k
set j = j - 1
endloop
set k = a[j] / CodeLength
set i = a[j] - k * CodeLength
set buffer = buffer + SubString(udg_SaveLoad_Alphabet,i,i + 1)
set a[j] = k
if a[m] == 0 then
set m = m - 1
endif
endloop
set i = StringLength(buffer)
set skip = 0
set c = ""
loop
set i = i - 1
set c = c + SubString(buffer,i,i + 1)
set skip = skip + 1
if skip == 4 and i > 0 then
set c = c + "-"
set skip = 0
endif
exitwhen i <= 0
endloop
return c
endfunction
function SaveLoad_DecodeValues takes string s returns boolean
local integer i
local integer j
local integer k
local integer l
local integer SaveCode = 0
local integer m
local integer array a
local string buffer = ""
local integer CodeLength = StringLength(udg_SaveLoad_Alphabet)
local integer skip = -1
local integer CONST = 1000000
local string abc = "0123456789-"
local string c
set i = 0
loop
set a[i] = 0
set i = i + 1
exitwhen i >= 100
endloop
set m = 0
set i = 0
loop
set j = 0
loop
set a[j] = a[j] * CodeLength
set j = j + 1
exitwhen j > m
endloop
set skip = skip + 1
if skip == 4 then
set skip = 0
set i = i + 1
endif
set l = CodeLength
set c = SubString(s,i,i + 1)
loop
set l = l - 1
exitwhen l < 1
exitwhen SubString(udg_SaveLoad_Alphabet,l,l + 1) == c
endloop
set a[0] = a[0] + l
set j = 0
loop
set k = a[j] / CONST
set a[j] = a[j] - k * CONST
set a[j + 1] = a[j + 1] + k
set j = j + 1
exitwhen j > m
endloop
if k > 0 then
set m = m + 1
endif
set i = i + 1
exitwhen i >= StringLength(s)
endloop
loop
exitwhen m < 0
set j = m
loop
exitwhen j <= 0
set k = a[j] / 11
set a[j - 1] = a[j - 1] + (a[j] - k * 11) * CONST
set a[j] = k
set j = j - 1
endloop
set k = a[j] / 11
set i = a[j] - k * 11
set buffer = SubString(abc,i,i + 1) + buffer
set a[j] = k
if a[m] == 0 then
set m = m - 1
endif
endloop
set i = 0
set j = 0
loop
loop
exitwhen i >= StringLength(buffer)
exitwhen i > 0 and SubString(buffer,i,i + 1) == "-" and SubString(buffer,i - 1,i) != "-"
set i = i + 1
endloop
if i < StringLength(buffer) then
set k = i
endif
set SaveCode = SaveCode + 1
set udg_Save[SaveCode] = S2I(SubString(buffer,j,i))
set j = i + 1
set i = i + 1
exitwhen i >= StringLength(buffer)
endloop
set j = SaveLoad_EncodeVerify(SubString(buffer,0,k))
set udg_SaveCount = SaveCode - 1
if j == udg_Save[SaveCode] then
return true
endif
return false
endfunction
function SaveLoad_Encode takes nothing returns string
if udg_SaveLoad_CaseSensitive == false then
set udg_SaveLoad_Alphabet = StringCase(udg_SaveLoad_Alphabet,true)
endif
return SaveLoad_Color(SaveLoad_EncodeValues())
endfunction
function SaveLoad_Decode takes string s returns boolean
if udg_SaveLoad_CaseSensitive == false then
set udg_SaveLoad_Alphabet = StringCase(udg_SaveLoad_Alphabet,true)
set s = StringCase(s,true)
endif
if SaveLoad_DecodeValues(s) then
call DisplayTextToPlayer(GetTriggerPlayer(),0,0,"Decoding sucessful")
return true
endif
call DisplayTextToPlayer(GetTriggerPlayer(),0,0,"Decoding failed")
return false
endfunction
GUI Part
-
SaveLoad Initialization Hero
-
Events
-
Map initialization
-
-
Conditions
-
Actions
-
-------- List of Heroes --------
-
Set SaveLoad_Heroes[1] = Hunter
-
Set SaveLoad_Heroes[2] = Mooncaster
-
Set SaveLoad_Heroes[3] = Naturekeeper
-
Set SaveLoad_Heroes[4] = Soul Burner
-
Set SaveLoad_Heroes[5] = Assasin
-
Set SaveLoad_Heroes[6] = Warrior
-
-------- Number of Heroes --------
-
Set SaveLoad_Heroes_LastIndex = 6
-
-------- List of Items --------
-
-------- item tier 1 --------
-
Set SaveLoad_Items[1] = Iron Head Protector
-
Set SaveLoad_Items[2] = Leather of Night Elf Druids
-
Set SaveLoad_Items[3] = Night Elf Silk Hat
-
Set SaveLoad_Items[4] = Swamp Leather Head
-
-------- item tier 0.5 --------
-
Set SaveLoad_Items[5] = Sharpened Polearm
-
Set SaveLoad_Items[6] = Druid's Staff
-
Set SaveLoad_Items[7] = Iron Sword
-
Set SaveLoad_Items[8] = Beginner's Mark
-
Set SaveLoad_Items[9] = Wooden Longbow
-
Set SaveLoad_Items[10] = Wooden Shield
-
Set SaveLoad_Items[11] = Trophy
-
Set SaveLoad_Items[12] = Novice's Wand
-
Set SaveLoad_Items[13] = Leather Quiver
-
Set SaveLoad_Items[14] = Druid's Idol
-
Set SaveLoad_Items[15] = Novice's Staff
-
-------- Number of Items --------
-
Set SaveLoad_Items_LastIndex = 15
-
-------- List of Abilities --------
-
Set SaveLoad_Abilities[1] = Banish
-
Set SaveLoad_Abilities[2] = Flame Strike
-
Set SaveLoad_Abilities[3] = Phoenix
-
Set SaveLoad_Abilities[4] = Siphon Mana
-
-------- Number of Abilities --------
-
Set SaveLoad_Abilities_LastIndex = 4
-
-------- These three lines may be changed if needed --------
-
Set SaveLoad_Alphabet = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
-
Set SaveLoad_CaseSensitive = False
-
Set SaveLoad_UsePlayername = True
-
-------- Required: false --------
-
Set SaveLoad_Initialized = False
-
-------- Leave as is. Used to autocreate variables when copy & pasting to a new map --------
-
Set Code = AceHart
-
Set Save[1] = 0
-
Set SaveCount = 1
-
Set Validate = False
-
Set SaveLoad_Compress[1] = 0
-
Set SaveLoad_Uncompress[1] = 0
-
-
-
SaveLoad Save Hero
-
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
-
-
Conditions
-
Actions
-
-------- Prepare the save array with this player's Hero --------
-
Set SaveCount = 0
-
-------- Take all Heroes (assumes there is only one) --------
-
Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
-
Loop - Actions
-
-------- Save the Hero --------
-
Set SaveCount = (SaveCount + 1)
-
Set TempUnit = (Picked unit)
-
Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Unit2Integer( udg_TempUnit )
-
-------- Hero level --------
-
Set SaveCount = (SaveCount + 1)
-
Set Save[SaveCount] = (Hero level of (Picked unit))
-
-------- How many items does he carry --------
-
Set SaveCount = (SaveCount + 1)
-
Set Save[SaveCount] = (Number of items carried by (Picked unit))
-
-------- Add all items --------
-
For each (Integer A) from 1 to 6, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
((Item carried by (Picked unit) in slot (Integer A)) is owned) Equal to True
-
-
Then - Actions
-
-------- The actual item --------
-
Set SaveCount = (SaveCount + 1)
-
Set TempItem = (Item carried by (Picked unit) in slot (Integer A))
-
Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
-
-------- The number of charges it has --------
-
Set SaveCount = (SaveCount + 1)
-
Set Save[SaveCount] = (Charges remaining in (Item carried by (Picked unit) in slot (Integer A)))
-
-
Else - Actions
-
-
-
-
-
-
-------- Turn values into code --------
-
Custom script: set udg_Code = SaveLoad_Encode()
-
-------- Show code to player --------
-
Quest - Display to (Player group((Triggering player))) the Secret message: Your code:
-
Game - Display to (Player group((Triggering player))) for 60.00 seconds the text: Code
-
-
-
SaveLoad Load Hero
-
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
-
-
Conditions
-
(Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
-
(Length of (Entered chat string)) Greater than 6
-
-
Actions
-
-------- Try to decode what was typed --------
-
Set Code = (Substring((Entered chat string), 7, (Length of (Entered chat string))))
-
Custom script: set udg_Validate = SaveLoad_Decode( udg_Code )
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Validate Equal to False
-
-
Then - Actions
-
-------- Invalid code --------
-
Game - Display to (Player group((Triggering player))) the text: There's some error ...
-
Skip remaining actions
-
-
Else - Actions
-
-
-------- It worked, let's do something with it --------
-
Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
-
Loop - Actions
-
Unit - Remove (Picked unit) from the game
-
-
-
Set SaveCount = 1
-
Custom script: set udg_TempUnitType = SaveLoad_Integer2Unit(udg_Save[udg_SaveCount])
-
Unit - Create 1 TempUnitType for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
-
Set SaveCount = (SaveCount + 1)
-
Hero - Set (Last created unit) Hero-level to Save[SaveCount], Hide level-up graphics
-
Set SaveCount = (SaveCount + 1)
-
For each (Integer A) from 1 to Save[SaveCount], do (Actions)
-
Loop - Actions
-
Set SaveCount = (SaveCount + 1)
-
Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
-
Hero - Create TempItemType and give it to (Last created unit)
-
Set SaveCount = (SaveCount + 1)
-
Item - Set charges remaining in (Last created item) to Save[SaveCount]
-
-
-
-