Can anyone help me fixing acehart's save/load system? I'm trying to modify it to save hero level/exp ; gold ; items/item charges and abilities. Sometimes it works and sometimes I get wrong loading data(unspent ability points, wrong items and others) I'm a newbie to map editing, so this was the easiest system I found(I know there are better ones, but they are too complicated...)
Here's a link to acehart's explanations about the system: http://www.thehelper.net/forums/showthread.php/49392-Save-Load-Code-Yet-Another?highlight=save%2Fload+acehart
Here are the triggers:
1.
Here's a link to acehart's explanations about the system: http://www.thehelper.net/forums/showthread.php/49392-Save-Load-Code-Yet-Another?highlight=save%2Fload+acehart
Here are the triggers:
1.
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SaveLoad Initialization All Copy
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Events
- Map initialization
- Conditions
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Actions
- -------- List of Heroes --------
- Set SaveLoad_Heroes[1] = Paladin
- Set SaveLoad_Heroes[2] = Archmage
- Set SaveLoad_Heroes[3] = Mountain King
- Set SaveLoad_Heroes[4] = Blood Mage
- -------- Number of Heroes --------
- Set SaveLoad_Heroes_LastIndex = 4
- -------- List of Items --------
- Set SaveLoad_Items[1] = Claws of Attack +15
- Set SaveLoad_Items[2] = Cheese
- Set SaveLoad_Items[3] = Wand of Lightning Shield
- Set SaveLoad_Items[4] = Magic Key Chain
- -------- Number of Items --------
- Set SaveLoad_Items_LastIndex = 4
- -------- 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
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Events
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SaveLoad Save All Copy
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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
- -------- Player's Gold --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = ((Triggering player) Current gold)
- -------- Take all Heroes --------
- Set UnitGroup = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Number of units in UnitGroup)
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Unit Group - Pick every unit in UnitGroup and do (Actions)
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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 Experience --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Hero experience of (Picked unit))
- -------- Hero Position X --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Integer((X of (Position of (Picked unit)))))
- -------- Hero Position Y --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Integer((Y of (Position 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 --------
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Item carried by (Picked unit) in slot (Integer A)) is owned) Equal to True
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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)))
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Else - Actions
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For each (Integer A) from 1 to SaveLoad_Abilities_LastIndex, 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
- (Level of SaveLoad_Abilities[(Integer A)] for (Picked unit)) Greater than 0
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Then - Actions
- -------- The actual ability --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Integer A)
- -------- Its level --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Level of SaveLoad_Abilities[(Integer A)] for (Picked unit))
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer A) from 1 to SaveLoad_Abilities_LastIndex, do (Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Loop - 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
-
Events
-
SaveLoad Load All Copy
-
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
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Conditions
- (Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
- (Length of (Entered chat string)) Greater than 6
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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 )
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Validate Equal to False
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Then - Actions
- -------- Invalid code --------
- Game - Display to (Player group((Triggering player))) the text: There's some error ...
- Skip remaining actions
- Else - Actions
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If - Conditions
- -------- It worked, let's do something with it --------
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Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
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Loop - Actions
- Unit - Remove (Picked unit) from the game
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Loop - Actions
- Set TempInteger = SaveCount
- Set SaveCount = 1
- -------- Restore Gold --------
- Player - Set (Triggering player) Current gold to Save[SaveCount]
- -------- For "number of Heroes", do --------
- Set SaveCount = (SaveCount + 1)
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For each (Integer B) from 1 to Save[SaveCount], do (Actions)
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Loop - Actions
- -------- Restore Hero --------
- Set SaveCount = (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 Experience --------
- Set SaveCount = (SaveCount + 1)
- Hero - Set (Last created unit) experience to Save[SaveCount], Hide level-up graphics
- -------- Move to saved position --------
- Set SaveCount = (SaveCount + 1)
- Unit - Move (Last created unit) instantly to (Point((Real(Save[SaveCount])), (Real(Save[(SaveCount + 1)]))))
- Set SaveCount = (SaveCount + 1)
- -------- Recreate all items --------
- Set SaveCount = (SaveCount + 1)
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For each (Integer A) from 1 to Save[SaveCount], do (Actions)
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Loop - Actions
- -------- The actual item --------
- 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)
- -------- Number of charges --------
- Set SaveCount = (SaveCount + 1)
- Item - Set charges remaining in (Last created item) to Save[SaveCount]
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Loop - Actions
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For each (Integer SaveCount) from (SaveCount + 1) to TempInteger, do (Actions)
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Loop - Actions
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For each (Integer A) from 1 to (Save[SaveCount] + 1), do (Actions)
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Loop - Actions
- Custom script: call SelectHeroSkill( GetLastCreatedUnit(), udg_SaveLoad_Abilities[ udg_Save[ udg_SaveCount ] ] )
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Loop - Actions
- Set SaveCount = (SaveCount + 1)
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For each (Integer A) from 1 to (Save[SaveCount] + 1), do (Actions)
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Loop - Actions
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Loop - Actions
-
Events
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