- Joined
- Feb 20, 2020
- Messages
- 207
Hello guys, its me again!!
I need help with save load code, i need to save the level of a unit ability... so like that, there is 3 attributes bonus with hidden icons in every hero in my map, strenght, inteligence and agility, with 15 levels, that will works like IV in pokemon, so what i want is to save the level of each of the attributes for the unit... so when you load that 3 specific status are the same as before when you "captured" the hero.
I need help with save load code, i need to save the level of a unit ability... so like that, there is 3 attributes bonus with hidden icons in every hero in my map, strenght, inteligence and agility, with 15 levels, that will works like IV in pokemon, so what i want is to save the level of each of the attributes for the unit... so when you load that 3 specific status are the same as before when you "captured" the hero.
-
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)
-
if udg_SaveLoad_Initialized == false then
- 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)
-
if udg_SaveLoad_Initialized == false then
- 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)
-
if udg_SaveLoad_Initialized == false then
- 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
-
if SubString(s1,i,i + 1) == n then
- endloop
- set i = 0
-
loop
-
if SubString(s3,i,i + 1) == n then
- return i
- endif
- set i = i + 1
- exitwhen i >= 10
-
if SubString(s3,i,i + 1) == n then
- 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
-
loop
- 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 CreateTextFile takes string saveCode returns nothing
- local integer p = GetPlayerId(GetTriggerPlayer())+1
- local string heroName = GetUnitName(udg_TempUnit)
- local integer heroLevel = GetHeroLevel(udg_TempUnit)
- call PreloadGenClear()
- call PreloadGenStart()
- call Preload("\r\n\t\t\t\tTrainer: " + "Trainer" + "\r\n\t\t\t\t" + "Level: " + I2S(heroLevel) + "\t\t\r\n\t\t\t\t" + "Code: -load " + saveCode + "\r\n\n\t\t ")
- call PreloadGenEnd("LegendsRPG\\Trainer" + "-" + I2S(heroLevel) + ".txt")
- 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
- call CreateTextFile(c)
- 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)
-
loop
- 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_EncodeValues()
-
if udg_SaveLoad_CaseSensitive == false then
- 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
-
if udg_SaveLoad_CaseSensitive == false then
- endfunction
-
SaveLoad Initialization All
-
Events
- Map initialization
- Conditions
-
Actions
- Set VariableSet MaxLoads[1] = 0
- Set VariableSet MaxLoads[2] = 0
- Set VariableSet MaxLoads[3] = 0
- Set VariableSet MaxLoads[4] = 0
- Set VariableSet MaxLoads[5] = 0
- Set VariableSet MaxLoads[6] = 0
- Set VariableSet RegioPlayer[1] = Player 1 <gen>
- Set VariableSet RegioPlayer[2] = Player 2 <gen>
- Set VariableSet RegioPlayer[3] = Player 3 <gen>
- Set VariableSet RegioPlayer[4] = Player 4 <gen>
- Set VariableSet RegioPlayer[5] = Player 5 <gen>
- Set VariableSet RegioPlayer[6] = Player 6 <gen>
- Set VariableSet MonstersCountforPlayer[1] = 0
- Set VariableSet CounterMonsterList[1] = 0
- Set VariableSet MonstersCountforPlayer[2] = 0
- Set VariableSet CounterMonsterList[2] = 0
- Set VariableSet MonstersCountforPlayer[3] = 0
- Set VariableSet CounterMonsterList[3] = 0
- Set VariableSet MonstersCountforPlayer[4] = 0
- Set VariableSet CounterMonsterList[4] = 0
- Set VariableSet MonstersCountforPlayer[5] = 0
- Set VariableSet CounterMonsterList[5] = 0
- Set VariableSet MonstersCountforPlayer[6] = 0
- Set VariableSet CounterMonsterList[6] = 0
- -------- List of Heroes --------
- Set VariableSet SaveLoad_Heroes[1] = Trainer
- Set VariableSet SaveLoad_Heroes[2] = Trainer Female
- Set VariableSet SaveLoad_Heroes[3] = |cff0000ffAquatic|r Laqua
- Set VariableSet SaveLoad_Heroes[4] = |cff0000ffAquatic|r Laquid
- Set VariableSet SaveLoad_Heroes[5] = |cff0000ffAquatic|r Lydro
- Set VariableSet SaveLoad_Heroes[6] = |cff0000ffAquatic|r / |cff008000Nature|r Lydreef
- Set VariableSet SaveLoad_Heroes[7] = |cff0000ffAquatic|r Zeanus
- Set VariableSet SaveLoad_Heroes[8] = |cff0000ffAquatic|r / |cff008000Nature|r Coreal
- Set VariableSet SaveLoad_Heroes[9] = |cff008000Nature|r Trent
- Set VariableSet SaveLoad_Heroes[10] = |cff008000Nature|r Trentop
- Set VariableSet SaveLoad_Heroes[11] = |cff008000Nature|r Trentus
- Set VariableSet SaveLoad_Heroes[12] = |cff008000Nature|r Lorvi
- Set VariableSet SaveLoad_Heroes[13] = |cff008000Nature|r Lurvin
- Set VariableSet SaveLoad_Heroes[14] = |cff008000Nature|r Capod
- Set VariableSet SaveLoad_Heroes[15] = |cff008000Nature|r Crocun
- Set VariableSet SaveLoad_Heroes[16] = |cff008000Nature|r / |cff00ffffAir|r Wespah
- Set VariableSet SaveLoad_Heroes[17] = |cff008000Nature|r / |cff00ffffAir|r Moonfree
- Set VariableSet SaveLoad_Heroes[18] = |cff0000ffAquatic|r Cruby
- Set VariableSet SaveLoad_Heroes[19] = |cff0000ffAquatic|r Crabbo
- Set VariableSet SaveLoad_Heroes[20] = |cff0000ffAquatic|r Kinrub
- Set VariableSet SaveLoad_Heroes[21] = |cffff0000Flame|r Anaconas
- Set VariableSet SaveLoad_Heroes[22] = |cffff0000Flame|r Conas
- Set VariableSet SaveLoad_Heroes[23] = |cffff0000Flame|r Kenas
- Set VariableSet SaveLoad_Heroes[24] = |cffd45e19Beast|r Porcus
- Set VariableSet SaveLoad_Heroes[25] = |cffd45e19Beast|r Tuskier
- Set VariableSet SaveLoad_Heroes[26] = |cff0000ffAquatic|r Froggy
- Set VariableSet SaveLoad_Heroes[27] = |cff0000ffAquatic|r Froggior
- Set VariableSet SaveLoad_Heroes[28] = |cff0000ffAquatic|r Froggan
- -------- Number of Heroes --------
- Set VariableSet SaveLoad_Heroes_LastIndex = 25
- -------- List of Items --------
- Set VariableSet SaveLoad_Items[1] = Catchball
- Set VariableSet SaveLoad_Items[2] = Great Catchball
- Set VariableSet SaveLoad_Items[3] = Ultra Catchball
- Set VariableSet SaveLoad_Items[4] = Magic Key Chain
- Set VariableSet SaveLoad_Items[5] = Kelen's Dagger of Escape
- Set VariableSet SaveLoad_Items[6] = Rusty Mining Pick
- -------- Number of Items --------
- Set VariableSet SaveLoad_Items_LastIndex = 6
- -------- List of Abilities --------
- Set VariableSet SaveLoad_Abilities[1] = Individual Value (Dexterity)
- Set VariableSet SaveLoad_Abilities[2] = Individual Value (Spirit)
- Set VariableSet SaveLoad_Abilities[3] = Individual Value (Stamina)
- -------- Number of Abilities --------
- Set VariableSet SaveLoad_Abilities_LastIndex = 6
- -------- These three lines may be changed if needed --------
- Set VariableSet SaveLoad_Alphabet = abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@#$%&
- Set VariableSet SaveLoad_CaseSensitive = True
- Set VariableSet SaveLoad_UsePlayername = True
- -------- Required: false --------
- Set VariableSet SaveLoad_Initialized = False
- -------- Leave as is. Used to autocreate variables when copy & pasting to a new map --------
- Set VariableSet Code = AceHart
- Set VariableSet Save[1] = 0
- Set VariableSet SaveCount = 1
- Set VariableSet Validate = False
- Set VariableSet SaveLoad_Compress[1] = 0
- Set VariableSet SaveLoad_Uncompress[1] = 0
-
Events
-
SaveLoad Save All
-
Events
- Player - Player 1 (Red) types a chat message containing -save as An exact match
- Player - Player 2 (Blue) types a chat message containing -save as An exact match
- Player - Player 3 (Teal) types a chat message containing -save as An exact match
- Player - Player 4 (Purple) types a chat message containing -save as An exact match
- Player - Player 5 (Yellow) types a chat message containing -save as An exact match
- Player - Player 6 (Orange) types a chat message containing -save as An exact match
- Conditions
-
Actions
- -------- Prepare the save array with this player's Hero --------
- Set VariableSet SaveCount = 0
- -------- Player's Gold --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = ((Triggering player) Current gold)
- -------- Take all Heroes --------
- Set VariableSet UnitGroup = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Number of units in UnitGroup)
-
Unit Group - Pick every unit in UnitGroup and do (Actions)
-
Loop - Actions
- -------- Save the Hero --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet TempUnit = (Picked unit)
- Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Unit2Integer( udg_TempUnit )
- -------- Hero Experience --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Hero experience of (Picked unit))
- -------- Abilities --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Level of Individual Value (Dexterity) for (Picked unit))
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Level of Individual Value (Spirit) for (Picked unit))
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Level of Individual Value (Stamina) for (Picked unit))
- -------- Hero Position X --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Integer((X of (Position of (Picked unit)))))
- -------- Hero Position Y --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Integer((Y of (Position of (Picked unit)))))
- -------- How many items does he carry --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet 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 VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet 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 VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Charges remaining in (Item carried by (Picked unit) in slot (Integer A)))
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
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
-
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
- Player - Player 5 (Yellow) types a chat message containing -load as A substring
- Player - Player 6 (Orange) types a chat message containing -load as A substring
-
Conditions
- MaxLoads[(Player number of (Triggering player))] Less than or equal to 3
- (Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
- (Length of (Entered chat string)) Greater than 6
-
Actions
- Set VariableSet MonsterOutsideBall[(Player number of (Triggering player))] = 0
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = 0
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = 0
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- MaxLoads[(Player number of (Triggering player))] Greater than 3
-
Then - Actions
- Game - Display to (Player group((Triggering player))) the text: You tryed more than...
- Skip remaining actions
- Else - Actions
-
If - Conditions
- Set VariableSet MaxLoads[(Player number of (Triggering player))] = (MaxLoads[(Player number of (Triggering player))] + 1)
- -------- Try to decode what was typed --------
- Set VariableSet 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: wrong code..
- Skip remaining actions
- Else - Actions
-
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 VariableSet SaveCount = 1
- -------- Restore Gold --------
- Player - Set (Triggering player).Current gold to Save[SaveCount]
- -------- For "number of Heroes", do --------
- Set VariableSet 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 VariableSet SaveCount = (SaveCount + 1)
- Custom script: set udg_TempUnitType = SaveLoad_Integer2Unit(udg_Save[udg_SaveCount])
- Unit - Create 1 TempUnitType for (Triggering player) at (Random point in RegioPlayer[(Player number of (Triggering player))]) facing Default building facing degrees
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Unit-type of (Last created unit)) Not equal to Trainer) or ((Unit-type of (Last created unit)) Not equal to Trainer Female)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 1 (Red)
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Then - Actions
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer1[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 2 (Blue)
-
Then - Actions
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer2[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 3 (Teal)
-
Then - Actions
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer3[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 4 (Purple)
-
Then - Actions
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer4[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 5 (Yellow)
-
Then - Actions
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer5[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
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Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 6 (Orange)
-
Then - Actions
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer6[(Player number of (Triggering player))] = (Last created unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
- Do nothing
-
If - Conditions
- -------- Set Experience --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Hero - Set (Last created unit) experience to Save[SaveCount], Hide level-up graphics
- Set VariableSet SaveCount = (SaveCount + 1)
- Unit - Set level of Individual Value (Dexterity) for (Triggering unit) to Save[SaveCount]
- Set VariableSet SaveCount = (SaveCount + 1)
- Unit - Set level of Individual Value (Spirit) for (Triggering unit) to Save[SaveCount]
- Set VariableSet SaveCount = (SaveCount + 1)
- Unit - Set level of Individual Value (Stamina) for (Triggering unit) to Save[SaveCount]
- -------- Move to saved position --------
- Set VariableSet SaveCount = (SaveCount + 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (TempUnitType Equal to Trainer) or (TempUnitType Equal to Trainer Female)
-
Then - Actions
- Unit - Move (Last created unit) instantly to (Point((Real(Save[SaveCount])), (Real(Save[(SaveCount + 1)]))))
- Camera - Pan camera for (Owner of (Last created unit)) to (Point((Real(Save[SaveCount])), (Real(Save[(SaveCount + 1)])))) over 1.00 seconds
- Else - Actions
-
If - Conditions
- Set VariableSet SaveCount = (SaveCount + 1)
- -------- Recreate all items --------
- Set VariableSet SaveCount = (SaveCount + 1)
-
For each (Integer A) from 1 to Save[SaveCount], do (Actions)
-
Loop - Actions
- -------- The actual item --------
- Set VariableSet 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 VariableSet SaveCount = (SaveCount + 1)
- Item - Set charges remaining in (Last created item) to Save[SaveCount]
-
Loop - Actions
-
Loop - Actions
-
Events
-
SaveLoad error
-
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
- Player - Player 5 (Yellow) types a chat message containing -load as A substring
- Player - Player 6 (Orange) types a chat message containing -load as A substring
-
Conditions
- MaxLoads[(Player number of (Triggering player))] Greater than 3
- (Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
- (Length of (Entered chat string)) Greater than 6
-
Actions
- Game - Display to (Player group((Triggering player))) for 15.00 seconds the text: You tried more than...
-
Events