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Help with acehart's save/load system

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Level 3
Joined
Oct 16, 2011
Messages
39
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.

  • SaveLoad Initialization All Copy
    • Events
      • Map initialization
    • Conditions
    • 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
2.
  • SaveLoad Save All Copy
    • 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)
      • Unit Group - Pick every unit in UnitGroup 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 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 --------
          • 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
                  • For each (Integer A) from 1 to SaveLoad_Abilities_LastIndex, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Level of SaveLoad_Abilities[(Integer A)] for (Picked unit)) Greater than 0
                        • 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
      • -------- 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
3.

  • 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
    • 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 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)
      • For each (Integer B) from 1 to Save[SaveCount], do (Actions)
        • 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)
          • For each (Integer A) from 1 to Save[SaveCount], do (Actions)
            • 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]
          • For each (Integer SaveCount) from (SaveCount + 1) to TempInteger, do (Actions)
            • Loop - Actions
              • For each (Integer A) from 1 to (Save[SaveCount] + 1), do (Actions)
                • Loop - Actions
                  • Custom script: call SelectHeroSkill( GetLastCreatedUnit(), udg_SaveLoad_Abilities[ udg_Save[ udg_SaveCount ] ] )
              • Set SaveCount = (SaveCount + 1)
 
Last edited:
Level 11
Joined
Dec 5, 2009
Messages
846
u see the "List of Abilities" in the first trigger. You'll have to add all the spells in a variable and set the SaveLoad_Abilities_LastIndex = 4 to the number of abilities stored. It is the same with the items. Store all the items u will use on the map into variables.
 
Level 3
Joined
Oct 16, 2011
Messages
39
I'm still using the demo map and the default abilities there - banish, flame strike, etc. I know that when I import this to my map I have to edit those values. But the problem is that the save system is not working properly with default values/hero/items provided in the demo map.
 
Level 3
Joined
Oct 16, 2011
Messages
39
What system can you recommend me? I'm looking for an easy one with easy to understand and modify fields(like list your heroes here:.....; list your abilities here:... ; etc)
 
Level 19
Joined
Aug 8, 2007
Messages
2,765
actually, nestharus's system is as easy as that if you get someone to make the base code for you all you do is input the heroes/items/etc
 
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