- Joined
- Aug 3, 2008
- Messages
- 257
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SaveLoadInitialize
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Events
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Time - Elapsed game time is 0.10 seconds
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Conditions
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Actions
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-------- Need to load your number system in here, right now its 36 chars. --------
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-------- Slot1=36 --------
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-------- Slot2=1296 --------
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-------- Slot2=1296 --------
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-------- Slot3=46656 --------
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-------- Slot4=1679616 --------
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-------- Slot5=60466176 --------
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-------- I like making 0 the actual 0 for the unencrypted system. makes it easier to track stuff later. --------
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Set SaveLoadCharacterSet = 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ
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Set SaveLoadMaxCharacters = 36
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-------- Need to load your encryption system in here, right now its 5 sets. Load code will get broken if you use a '-' in the Number system --------
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Set SaveLoadEncryptionSet[1] = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
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Set SaveLoadEncryptionSet[2] = GHIJKLMNOPQRSTUVWXYZ0123456789ABCDEF
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Set SaveLoadEncryptionSet[3] = ABCDEFPQRSTUVWXYZ012345GHIJKLMNO6789
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Set SaveLoadEncryptionSet[4] = ASTUVWXYBCJKLMNOPQRZ01234DFEGHI56789
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Set SaveLoadEncryptionSet[5] = HIJKLABCDEVWXYZ0123FGM4567NOPQRSTU89
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Set SaveLoadMaxEncryptionSets = 5
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-------- Now time to populate the Number system. this loop will put the characters into an array which acts like a counting system from 0 till MaxChars --------
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For each (Integer A) from 1 to SaveLoadMaxCharacters, do (Actions)
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Loop - Actions
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Set SaveLoadCharacterNumbers[((Integer A) - 1)] = (Substring(SaveLoadCharacterSet, (Integer A), (Integer A)))
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-------- Make sure you calculate on paper how many numbers per the amount of slots you get from Characters, this will make it MUCH easier to do slot sizes --------
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-------- Size of Levels to be saved for herolevel --------
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Set SaveLoadSlotsHeroLevel = 2
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-------- Load the Heroes into an array to make numbers out of them. --------
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Set SaveLoadHeroesStored[1] = Paladin
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Set SaveLoadHeroesStored[2] = Archmage
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Set SaveLoadHeroesStored[3] = Mountain King
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Set SaveLoadHeroesStored[4] = Blood Mage
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Set SaveLoadMaxHeroesStored = 4
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Set SaveLoadSlotsHero = 2
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-------- Load the Items into an array to make numbers out of them. --------
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Set SaveLoadItemsStored[1] = Dust of Appearance
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Set SaveLoadItemsStored[2] = Minor Replenishment Potion
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Set SaveLoadItemsStored[3] = Potion of Speed
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Set SaveLoadItemsStored[4] = Ring of the Archmagi
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Set SaveLoadItemsStored[5] = Cloak of Shadows
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Set SaveLoadItemsStored[6] = Gauntlets of Ogre Strength +3
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Set SaveLoadItemsStored[7] = Mantle of Intelligence +3
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Set SaveLoadItemsStored[8] = Slippers of Agility +3
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Set SaveLoadItemsStored[9] = Manual of Health
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Set SaveLoadItemsStored[10] = Healing Salve
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Set SaveLoadMaxItemsStored = 10
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Set SaveLoadSlotsItem = 2
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-------- Need to setup slots for Gold and Lumber, 4 chars will cover up to 1.6 mill with 36 chars --------
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Set SaveLoadSlotsGold = 4
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Set SaveLoadSlotsLumber = 4
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-------- Set the Block Size, basically the amount of characters between dashes. --------
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Set SaveLoadBlockSize = 4
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-------- Set the Variables to be stored size, good time to setup your variable positions. --------
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Set SaveLoadVariablesStored[1] = SaveLoadSlotsHero
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Set SaveLoadVariablesStored[2] = SaveLoadSlotsHeroLevel
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Set SaveLoadVariablesStored[3] = SaveLoadSlotsItem
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Set SaveLoadVariablesStored[4] = SaveLoadSlotsItem
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Set SaveLoadVariablesStored[5] = SaveLoadSlotsItem
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Set SaveLoadVariablesStored[6] = SaveLoadSlotsItem
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Set SaveLoadVariablesStored[7] = SaveLoadSlotsItem
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Set SaveLoadVariablesStored[8] = SaveLoadSlotsItem
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Set SaveLoadVariablesStored[9] = SaveLoadSlotsGold
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Set SaveLoadVariablesStored[10] = SaveLoadSlotsLumber
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-------- This variable stops players from loading again after they load the first time. --------
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For each (Integer A) from 1 to 4, do (Actions)
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Loop - Actions
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Set SaveLoadHasLoaded[(Integer A)] = False
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SaveModuleSingle
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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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Conditions
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Actions
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-------- This PlayerGroup is so you can broadcast the correct player the message in the end. --------
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Player Group - Add (Triggering player) to SaveLoadPlayerGroupFocus
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-------- Decide how many variables the system will store --------
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Set SaveLoadMaxVariablesStored = 10
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-------- Default everything and load the basic stuff. Needs to happen each trigger activation or bad things happen. --------
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Set SaveLoadChecksumChar = <Empty String>
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Set SaveLoadEncryptedString = <Empty String>
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Set SaveLoadEncryptionKey = <Empty String>
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Set SaveLoadCheckSumInt = 0
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Set SaveLoadPreEncryptionString = <Empty String>
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Set SaveLoadFinalString = <Empty String>
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For each (Integer A) from 1 to SaveLoadMaxCharacters, do (Actions)
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Loop - Actions
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Set SaveLoadEncryptionNumbers[((Integer A) - 1)] = <Empty String>
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For each (Integer A) from 1 to SaveLoadMaxVariablesStored, do (Actions)
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Loop - Actions
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Set SaveLoadTempStrings[(Integer A)] = <Empty String>
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-------- Setup the encryption for use. --------
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Set SaveLoadEncryptionKeyInt = (Random integer number between 1 and SaveLoadMaxEncryptionSets)
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Set SaveLoadEncryptionKey = SaveLoadCharacterNumbers[SaveLoadEncryptionKeyInt]
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For each (Integer A) from 1 to SaveLoadMaxCharacters, do (Actions)
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Loop - Actions
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Set SaveLoadEncryptionNumbers[((Integer A) - 1)] = (Substring(SaveLoadEncryptionSet[SaveLoadEncryptionKeyInt], (Integer A), (Integer A)))
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadEncryptionKey
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-------- Now to start converting things to save --------
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-------- Final string will be Encryption+Hero+HeroLevel+ItemsX6+Gold+Lumber+Checksum --------
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-------- Hero first --------
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For each (Integer A) from 1 to SaveLoadMaxHeroesStored, 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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(Unit-type of SaveLoadPlayerHeroSingle[(Player number of (Triggering player))]) Equal to SaveLoadHeroesStored[(Integer A)]
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Then - Actions
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Set SaveLoadConversionInteger = (Integer A)
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Else - Actions
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Set SaveLoadPowerOfCurrent = (SaveLoadSlotsHero - 1)
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For each (Integer A) from 1 to SaveLoadSlotsHero, do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = 1
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For each (Integer B) from (Integer A) to (SaveLoadSlotsHero - 1), do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
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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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(SaveLoadSlotsHero - (Integer A)) Greater than or equal to 1
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Then - Actions
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Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadPowerOfMaxNumber)
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Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadPowerOfMaxNumber))
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Set SaveLoadTempStrings[1] = (SaveLoadTempStrings[1] + SaveLoadCharacterNumbers[SaveLoadConversionDividedInt])
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Else - 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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(SaveLoadSlotsHero - (Integer A)) Less than 1
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Then - Actions
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Set SaveLoadTempStrings[1] = (SaveLoadTempStrings[1] + SaveLoadCharacterNumbers[SaveLoadConversionRemainder])
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Else - Actions
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Set SaveLoadConversionInteger = SaveLoadConversionRemainder
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[1]
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-------- now to create the string section for the hero level --------
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Set SaveLoadConversionInteger = (Hero level of SaveLoadPlayerHeroSingle[(Player number of (Triggering player))])
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Set SaveLoadPowerOfCurrent = (SaveLoadSlotsHeroLevel - 1)
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For each (Integer A) from 1 to SaveLoadSlotsHeroLevel, do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = 1
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For each (Integer B) from (Integer A) to (SaveLoadSlotsHeroLevel - 1), do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
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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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(SaveLoadSlotsHeroLevel - (Integer A)) Greater than or equal to 1
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Then - Actions
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Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadPowerOfMaxNumber)
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Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadPowerOfMaxNumber))
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Set SaveLoadTempStrings[2] = (SaveLoadTempStrings[2] + SaveLoadCharacterNumbers[SaveLoadConversionDividedInt])
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Else - 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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(SaveLoadSlotsHeroLevel - (Integer A)) Less than 1
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Then - Actions
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Set SaveLoadTempStrings[2] = (SaveLoadTempStrings[2] + SaveLoadCharacterNumbers[SaveLoadConversionRemainder])
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Else - Actions
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Set SaveLoadConversionInteger = SaveLoadConversionRemainder
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[2]
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-------- Now the Items carried by hero --------
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-------- Item Slot1-6 courtesy the loop C --------
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For each (Integer IntegerC) from 1 to 6, do (Actions)
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Loop - Actions
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Set SaveLoadConversionInteger = 0
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For each (Integer A) from 1 to SaveLoadMaxItemsStored, 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 SaveLoadPlayerHeroSingle[(Player number of (Triggering player))] in slot IntegerC)) Equal to SaveLoadItemsStored[(Integer A)]
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Then - Actions
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Set SaveLoadConversionInteger = (Integer A)
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Else - Actions
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For each (Integer A) from 1 to SaveLoadSlotsItem, do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = 1
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For each (Integer B) from (Integer A) to (SaveLoadSlotsItem - 1), do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
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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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(SaveLoadSlotsItem - (Integer A)) Greater than or equal to 1
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Then - Actions
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Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadPowerOfMaxNumber)
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Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadPowerOfMaxNumber))
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Set SaveLoadTempStrings[(IntegerC + 2)] = (SaveLoadTempStrings[(IntegerC + 2)] + SaveLoadCharacterNumbers[SaveLoadConversionDividedInt])
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Else - 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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(SaveLoadSlotsItem - (Integer A)) Less than 1
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Then - Actions
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Set SaveLoadTempStrings[(IntegerC + 2)] = (SaveLoadTempStrings[(IntegerC + 2)] + SaveLoadCharacterNumbers[SaveLoadConversionRemainder])
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Else - Actions
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Set SaveLoadConversionInteger = SaveLoadConversionRemainder
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[(IntegerC + 2)]
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-------- Now to convert the Gold into the strings --------
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Set SaveLoadConversionInteger = ((Triggering player) Current gold)
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For each (Integer A) from 1 to SaveLoadSlotsGold, do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = 1
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For each (Integer B) from (Integer A) to (SaveLoadSlotsGold - 1), do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
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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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(SaveLoadSlotsGold - (Integer A)) Greater than or equal to 1
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Then - Actions
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Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadPowerOfMaxNumber)
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Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadPowerOfMaxNumber))
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Set SaveLoadTempStrings[9] = (SaveLoadTempStrings[9] + SaveLoadCharacterNumbers[SaveLoadConversionDividedInt])
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Else - 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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(SaveLoadSlotsGold - (Integer A)) Less than 1
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Then - Actions
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Set SaveLoadTempStrings[9] = (SaveLoadTempStrings[9] + SaveLoadCharacterNumbers[SaveLoadConversionRemainder])
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Else - Actions
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Set SaveLoadConversionInteger = SaveLoadConversionRemainder
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[9]
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-------- Now to convert the Lumber into the strings --------
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Set SaveLoadConversionInteger = ((Triggering player) Current lumber)
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For each (Integer A) from 1 to SaveLoadSlotsLumber, do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = 1
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For each (Integer B) from (Integer A) to (SaveLoadSlotsLumber - 1), do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
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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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(SaveLoadSlotsLumber - (Integer A)) Greater than or equal to 1
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Then - Actions
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Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadPowerOfMaxNumber)
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Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadPowerOfMaxNumber))
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Set SaveLoadTempStrings[10] = (SaveLoadTempStrings[10] + SaveLoadCharacterNumbers[SaveLoadConversionDividedInt])
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Else - 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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(SaveLoadSlotsLumber - (Integer A)) Less than 1
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Then - Actions
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Set SaveLoadTempStrings[10] = (SaveLoadTempStrings[10] + SaveLoadCharacterNumbers[SaveLoadConversionRemainder])
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Else - Actions
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Set SaveLoadConversionInteger = SaveLoadConversionRemainder
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[10]
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-------- Now to combine the current finished strings. --------
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For each (Integer A) from 1 to SaveLoadMaxVariablesStored, do (Actions)
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Loop - Actions
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Set SaveLoadPreEncryptionString = (SaveLoadPreEncryptionString + SaveLoadTempStrings[(Integer A)])
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadPreEncryptionString
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-------- Now to create a checksum for security, there are many ways to create this number. We will use the previous variables since its easy. --------
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Set SaveLoadCheckSumInt = 0
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For each (Integer A) from 1 to (Length of SaveLoadPreEncryptionString), do (Actions)
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Loop - Actions
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For each (Integer B) from 0 to (SaveLoadMaxCharacters - 1), 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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(Substring(SaveLoadPreEncryptionString, (Integer A), (Integer A))) Equal to SaveLoadCharacterNumbers[(Integer B)]
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Then - Actions
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Set SaveLoadCheckSumInt = (SaveLoadCheckSumInt + (Integer B))
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (String(SaveLoadCheckSumInt))
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Else - Actions
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Set SaveLoadConversionInteger = SaveLoadCheckSumInt
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Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadMaxCharacters)
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Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadMaxCharacters))
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Set SaveLoadChecksumChar = SaveLoadCharacterNumbers[SaveLoadConversionRemainder]
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadChecksumChar
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-------- Now we have all the characters ready to combine and encrypt fully, then package it pretty. --------
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-------- This will convert the characters to the encrypted data set. It will also place a '-' every specified number of characters. --------
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Set SaveLoadPreEncryptionString = (SaveLoadPreEncryptionString + SaveLoadChecksumChar)
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadPreEncryptionString
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For each (Integer A) from 1 to (Length of SaveLoadPreEncryptionString), do (Actions)
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Loop - Actions
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For each (Integer B) from 0 to (SaveLoadMaxCharacters - 1), 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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(Substring(SaveLoadPreEncryptionString, (Integer A), (Integer A))) Equal to SaveLoadCharacterNumbers[(Integer B)]
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Then - Actions
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Set SaveLoadEncryptedString = (SaveLoadEncryptedString + SaveLoadEncryptionNumbers[(Integer B)])
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Else - Actions
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Set SaveLoadConversionInteger = (Integer A)
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Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadBlockSize)
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Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadBlockSize))
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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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SaveLoadConversionRemainder Less than or equal to 0
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Then - Actions
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Set SaveLoadEncryptedString = (SaveLoadEncryptedString + -)
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Else - Actions
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadEncryptedString
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-------- Now for the final string, which will be the unencrypted key, and the rest of the encrypted information --------
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Set SaveLoadFinalString = ((SaveLoadEncryptionKey + -) + SaveLoadEncryptedString)
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-------- And now to broadcast all the hard work --------
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Game - Display to SaveLoadPlayerGroupFocus for 300.00 seconds the text: SaveLoadFinalString
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Player Group - Remove all players from SaveLoadPlayerGroupFocus
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LoadModuleSingle
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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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Conditions
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(Substring((Entered chat string), 1, 5)) Equal to -load
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Actions
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-------- This PlayerGroup is so you can broadcast the correct player the message in the end. --------
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Player Group - Add (Triggering player) to SaveLoadPlayerGroupFocus
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-------- This will confirm if the player has loaded before since last reset. --------
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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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SaveLoadHasLoaded[(Player number of (Triggering player))] Equal to True
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Then - Actions
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: You have loaded you...
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Else - Actions
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-------- Decide how many variables the system will store --------
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Set SaveLoadMaxVariablesStored = 10
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-------- Default everything and load the basic stuff. Needs to happen each trigger activation or bad things happen. --------
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Set SaveLoadTriggerErrored = False
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Set SaveLoadChecksumChar = <Empty String>
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Set SaveLoadEncryptedString = <Empty String>
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Set SaveLoadEncryptionKey = <Empty String>
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Set SaveLoadPreEncryptionString = <Empty String>
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Set SaveLoadFinalString = <Empty String>
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Set SaveLoadEncryptionKeyInt = 0
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For each (Integer A) from 1 to SaveLoadMaxCharacters, do (Actions)
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Loop - Actions
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Set SaveLoadEncryptionNumbers[((Integer A) - 1)] = <Empty String>
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For each (Integer A) from 1 to SaveLoadMaxVariablesStored, do (Actions)
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Loop - Actions
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Set SaveLoadTempStrings[(Integer A)] = <Empty String>
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-------- Now we need to pick up our load code from the message --------
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Set SaveLoadFinalString = (String((Substring((Entered chat string), 7, (Length of (Entered chat string))))) as Upper case)
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadFinalString
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-------- Now we need to break the string into 2 parts, Encryption set number and encrypted string --------
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Set SaveLoadEncryptionKey = (Substring(SaveLoadFinalString, 1, 1))
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadEncryptionKey
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Set SaveLoadEncryptedString = (Substring(SaveLoadFinalString, 2, (Length of SaveLoadFinalString)))
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadEncryptedString
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-------- Setup the encryption for use. --------
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For each (Integer A) from 0 to (SaveLoadMaxCharacters - 1), 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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SaveLoadEncryptionKey Equal to SaveLoadCharacterNumbers[(Integer A)]
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Then - Actions
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Set SaveLoadEncryptionKeyInt = (Integer A)
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (String(SaveLoadEncryptionKeyInt))
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Else - Actions
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For each (Integer A) from 1 to SaveLoadMaxCharacters, do (Actions)
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Loop - Actions
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Set SaveLoadEncryptionNumbers[((Integer A) - 1)] = (Substring(SaveLoadEncryptionSet[SaveLoadEncryptionKeyInt], (Integer A), (Integer A)))
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-------- Now to Decrypt the Encrypted Section and remove the Dashes --------
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Set SaveLoadPreEncryptionString = <Empty String>
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For each (Integer A) from 1 to (Length of SaveLoadEncryptedString), do (Actions)
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Loop - Actions
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For each (Integer B) from 0 to (SaveLoadMaxCharacters - 1), 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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(Substring(SaveLoadEncryptedString, (Integer A), (Integer A))) Equal to SaveLoadEncryptionNumbers[(Integer B)]
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Then - Actions
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadCharacterNumbers[(Integer B)]
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Set SaveLoadPreEncryptionString = (SaveLoadPreEncryptionString + SaveLoadCharacterNumbers[(Integer B)])
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Else - Actions
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadPreEncryptionString
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-------- Now to seperate the strings out before reading --------
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-------- Workaround for a bug involving String length being used twice in an action. --------
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Set IntegerC = (Length of SaveLoadPreEncryptionString)
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Set SaveLoadChecksumChar = (String((Substring(SaveLoadPreEncryptionString, IntegerC, IntegerC))) as Upper case)
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (SaveLoadChecksumChar + = From Load)
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Set SaveLoadPreEncryptionString = (Substring(SaveLoadPreEncryptionString, 1, ((Length of SaveLoadPreEncryptionString) - 1)))
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadPreEncryptionString
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-------- Verify the Checksum to prove the code is correct. 1:MaxChars chance of being an error that would allow code to process. --------
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Set SaveLoadCheckSumInt = 0
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For each (Integer A) from 1 to (Length of SaveLoadPreEncryptionString), do (Actions)
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Loop - Actions
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For each (Integer B) from 0 to (SaveLoadMaxCharacters - 1), 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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(Substring(SaveLoadPreEncryptionString, (Integer A), (Integer A))) Equal to SaveLoadCharacterNumbers[(Integer B)]
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Then - Actions
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Set SaveLoadCheckSumInt = (SaveLoadCheckSumInt + (Integer B))
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (String(SaveLoadCheckSumInt))
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Else - Actions
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Set SaveLoadConversionInteger = SaveLoadCheckSumInt
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Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadMaxCharacters)
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Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadMaxCharacters))
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Set SaveLoadChecksumCharCompare = SaveLoadCharacterNumbers[SaveLoadConversionRemainder]
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (SaveLoadChecksumCharCompare + = Compare)
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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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SaveLoadChecksumChar Not equal to SaveLoadChecksumCharCompare
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Then - Actions
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Game - Display to SaveLoadPlayerGroupFocus the text: Either your code is...
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Set SaveLoadTriggerErrored = True
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Else - Actions
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-------- This IF is to make sure once they fail the checksum they cannot continue through the trigger. --------
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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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SaveLoadHasLoaded[(Player number of (Triggering player))] Equal to False
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SaveLoadTriggerErrored Equal to False
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Then - Actions
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-------- Need to break each part of the String apart to each variable stored. --------
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Set IntegerC = 1
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-------- First the hero type --------
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Set SaveLoadTempStrings[1] = (Substring(SaveLoadPreEncryptionString, IntegerC, (IntegerC + (SaveLoadSlotsHero - 1))))
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[1]
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Set IntegerC = (IntegerC + SaveLoadSlotsHero)
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-------- Now the Hero level --------
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Set SaveLoadTempStrings[2] = (Substring(SaveLoadPreEncryptionString, IntegerC, (IntegerC + (SaveLoadSlotsHeroLevel - 1))))
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[2]
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Set IntegerC = (IntegerC + SaveLoadSlotsHeroLevel)
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-------- now the Items X6 --------
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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Set SaveLoadTempStrings[((Integer A) + 2)] = (Substring(SaveLoadPreEncryptionString, IntegerC, (IntegerC + (SaveLoadSlotsItem - 1))))
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[((Integer A) + 2)]
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Set IntegerC = (IntegerC + SaveLoadSlotsItem)
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-------- Now the Player Gold --------
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Set SaveLoadTempStrings[9] = (Substring(SaveLoadPreEncryptionString, IntegerC, (IntegerC + (SaveLoadSlotsGold - 1))))
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[9]
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Set IntegerC = (IntegerC + SaveLoadSlotsGold)
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-------- Finally the lumber --------
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Set SaveLoadTempStrings[10] = (Substring(SaveLoadPreEncryptionString, IntegerC, (IntegerC + (SaveLoadSlotsLumber - 1))))
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[10]
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Set IntegerC = (IntegerC + SaveLoadSlotsLumber)
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-------- Start performing actions and building the players stuff --------
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-------- The ReBirth of a Hero! --------
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Set SaveLoadMultiple = 0
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For each (Integer A) from 1 to SaveLoadSlotsHero, do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = 1
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For each (Integer B) from (Integer A) to (SaveLoadSlotsHero - 1), do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
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For each (Integer B) from 0 to (SaveLoadMaxCharacters - 1), 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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(Substring(SaveLoadTempStrings[1], (Integer A), (Integer A))) Equal to SaveLoadCharacterNumbers[(Integer B)]
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Then - Actions
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Set SaveLoadMultiple = (SaveLoadMultiple + ((Integer B) x SaveLoadPowerOfMaxNumber))
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Else - Actions
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Unit - Create 1 SaveLoadHeroesStored[SaveLoadMultiple] for (Triggering player) at (Center of Regions[1]) facing 270.00 degrees
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (String(SaveLoadMultiple))
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Set SaveLoadPlayerHeroSingle[(Player number of (Triggering player))] = (Last created unit)
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-------- Give that man a raise! --------
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Set SaveLoadMultiple = 0
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For each (Integer A) from 1 to SaveLoadSlotsHeroLevel, do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = 1
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For each (Integer B) from (Integer A) to (SaveLoadSlotsHeroLevel - 1), do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
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For each (Integer B) from 0 to (SaveLoadMaxCharacters - 1), 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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(Substring(SaveLoadTempStrings[2], (Integer A), (Integer A))) Equal to SaveLoadCharacterNumbers[(Integer B)]
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Then - Actions
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Set SaveLoadMultiple = (SaveLoadMultiple + ((Integer B) x SaveLoadPowerOfMaxNumber))
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Else - Actions
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Hero - Set SaveLoadPlayerHeroSingle[(Player number of (Triggering player))] Hero-level to SaveLoadMultiple, Hide level-up graphics
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (String(SaveLoadMultiple))
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-------- Time to Accessorize! --------
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For each (Integer IntegerC) from 1 to 6, do (Actions)
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Loop - Actions
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Set SaveLoadMultiple = 0
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For each (Integer A) from 1 to SaveLoadSlotsItem, do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = 1
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For each (Integer B) from (Integer A) to (SaveLoadSlotsItem - 1), do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
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-
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For each (Integer B) from 0 to (SaveLoadMaxCharacters - 1), 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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(Substring(SaveLoadTempStrings[(IntegerC + 2)], (Integer A), (Integer A))) Equal to SaveLoadCharacterNumbers[(Integer B)]
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Then - Actions
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Set SaveLoadMultiple = (SaveLoadMultiple + ((Integer B) x SaveLoadPowerOfMaxNumber))
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Else - Actions
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Hero - Create SaveLoadItemsStored[SaveLoadMultiple] and give it to SaveLoadPlayerHeroSingle[(Player number of (Triggering player))]
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (String(SaveLoadMultiple))
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-------- Show me the money! --------
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Set SaveLoadMultiple = 0
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For each (Integer A) from 1 to SaveLoadSlotsGold, do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = 1
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For each (Integer B) from (Integer A) to (SaveLoadSlotsGold - 1), do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
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-
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For each (Integer B) from 0 to (SaveLoadMaxCharacters - 1), 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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(Substring(SaveLoadTempStrings[9], (Integer A), (Integer A))) Equal to SaveLoadCharacterNumbers[(Integer B)]
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Then - Actions
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Set SaveLoadMultiple = (SaveLoadMultiple + ((Integer B) x SaveLoadPowerOfMaxNumber))
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Else - Actions
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Player - Set (Triggering player) Current gold to SaveLoadMultiple
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (String(SaveLoadMultiple))
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-------- How much wood could a woodchuck chuck, if a woodchuck could chuck wood? --------
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Set SaveLoadMultiple = 0
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For each (Integer A) from 1 to SaveLoadSlotsLumber, do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = 1
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For each (Integer B) from (Integer A) to (SaveLoadSlotsLumber - 1), do (Actions)
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Loop - Actions
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Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
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For each (Integer B) from 0 to (SaveLoadMaxCharacters - 1), 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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(Substring(SaveLoadTempStrings[10], (Integer A), (Integer A))) Equal to SaveLoadCharacterNumbers[(Integer B)]
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Then - Actions
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Set SaveLoadMultiple = (SaveLoadMultiple + ((Integer B) x SaveLoadPowerOfMaxNumber))
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Else - Actions
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Player - Set (Triggering player) Current lumber to SaveLoadMultiple
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (String(SaveLoadMultiple))
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-------- All done, now to tell the player how good we did! --------
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Set SaveLoadHasLoaded[(Integer A)] = False
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: Load Successful. We...
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Else - Actions
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Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: Load Unsuccessful! ...
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Player Group - Remove all players from SaveLoadPlayerGroupFocus
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okay i need this to save spells aswell (11 spells if possible), it will go up in the int part but can someone just help me so i know i'm not messing up with it?