- Joined
- Feb 20, 2020
- Messages
- 222
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.
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function SaveLoad_InitialSetup takes nothing returns nothing
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local integer i = 0
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local integer j = 0
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loop
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set udg_SaveLoad_Compress[i + 48] = j
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set udg_SaveLoad_Uncompress[i] = i + 48
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set j = j + 1
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set i = i + 1
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exitwhen i >= 10
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endloop
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set i = 0
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loop
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set udg_SaveLoad_Compress[i + 97] = j
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set udg_SaveLoad_Compress[i + 65] = j + 26
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set udg_SaveLoad_Uncompress[i + 10] = i + 97
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set udg_SaveLoad_Uncompress[i + 26 + 10] = i + 65
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set j = j + 1
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set i = i + 1
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exitwhen i >= 26
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endloop
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endfunction
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function SaveLoad_Id2CId takes integer n returns integer
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local integer i = n / (256 * 256 * 256)
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local integer r
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set n = n - i * (256 * 256 * 256)
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set r = udg_SaveLoad_Compress[i]
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set i = n / (256 * 256)
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set n = n - i * (256 * 256)
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set r = r * 64 + udg_SaveLoad_Compress[i]
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set i = n / 256
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set r = r * 64 + udg_SaveLoad_Compress[i]
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return r * 64 + udg_SaveLoad_Compress[n - i * 256]
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endfunction
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function SaveLoad_CId2Id takes integer n returns integer
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local integer i = n / (64 * 64 * 64)
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local integer r
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set n = n - i * (64 * 64 * 64)
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set r = udg_SaveLoad_Uncompress[i]
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set i = n / (64 * 64)
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set n = n - i * (64 * 64)
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set r = r * 256 + udg_SaveLoad_Uncompress[i]
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set i = n / 64
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set r = r * 256 + udg_SaveLoad_Uncompress[i]
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return r * 256 + udg_SaveLoad_Uncompress[n - i * 64]
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endfunction
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function SaveLoad_Unit2Integer takes unit u returns integer
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local integer i = 0
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local integer n = GetUnitTypeId(u)
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if udg_SaveLoad_Initialized == false then
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set udg_SaveLoad_Initialized = true
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call SaveLoad_InitialSetup()
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endif
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loop
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set i = i + 1
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exitwhen i > udg_SaveLoad_Heroes_LastIndex
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if udg_SaveLoad_Heroes[i] == n then
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return i
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endif
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endloop
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return SaveLoad_Id2CId(n)
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endfunction
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function SaveLoad_Integer2Unit takes integer i returns integer
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if udg_SaveLoad_Initialized == false then
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set udg_SaveLoad_Initialized = true
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call SaveLoad_InitialSetup()
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endif
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if i <= udg_SaveLoad_Heroes_LastIndex then
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return udg_SaveLoad_Heroes[i]
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endif
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return SaveLoad_CId2Id(i)
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endfunction
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function SaveLoad_Item2Integer takes item t returns integer
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local integer i = 0
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local integer n = GetItemTypeId(t)
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if udg_SaveLoad_Initialized == false then
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set udg_SaveLoad_Initialized = true
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call SaveLoad_InitialSetup()
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endif
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loop
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set i = i + 1
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exitwhen i > udg_SaveLoad_Items_LastIndex
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if udg_SaveLoad_Items[i] == n then
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return i
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endif
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endloop
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return SaveLoad_Id2CId(n)
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endfunction
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function SaveLoad_Integer2Item takes integer i returns integer
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if udg_SaveLoad_Initialized == false then
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set udg_SaveLoad_Initialized = true
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call SaveLoad_InitialSetup()
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endif
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if i <= udg_SaveLoad_Items_LastIndex then
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return udg_SaveLoad_Items[i]
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endif
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return SaveLoad_CId2Id(i)
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endfunction
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function SaveLoad_Ability2Integer takes integer a returns integer
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local integer i = 0
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if udg_SaveLoad_Initialized == false then
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set udg_SaveLoad_Initialized = true
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call SaveLoad_InitialSetup()
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endif
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loop
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set i = i + 1
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exitwhen i > udg_SaveLoad_Abilities_LastIndex
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if udg_SaveLoad_Abilities[i] == a then
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return i
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endif
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endloop
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return SaveLoad_Id2CId(a)
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endfunction
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function SaveLoad_Integer2Ability takes integer i returns integer
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if udg_SaveLoad_Initialized == false then
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set udg_SaveLoad_Initialized = true
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call SaveLoad_InitialSetup()
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endif
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if i <= udg_SaveLoad_Abilities_LastIndex then
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return udg_SaveLoad_Abilities[i]
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endif
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return SaveLoad_CId2Id(i)
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endfunction
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function SaveLoad_Color takes string s returns string
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local integer i = StringLength(s)
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local string c
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local string r = ""
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loop
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set i = i - 1
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set c = SubString(s,i,i + 1)
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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
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set r = "|cffffcc00" + c + "|r" + r
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elseif c == "-" then
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set r = "|cffdddddd-|r" + r
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else
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set r = c + r
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endif
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exitwhen i <= 0
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endloop
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return r
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endfunction
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function SaveLoad_EncodeChar takes string n returns integer
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local integer i = 0
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local string s1 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
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local string s2 = "abcdefghijklmnopqrstuvwxyz"
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local string s3 = "0123456789"
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loop
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if SubString(s1,i,i + 1) == n then
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return i
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endif
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if SubString(s2,i,i + 1) == n then
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return i
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endif
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set i = i + 1
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exitwhen i >= 26
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endloop
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set i = 0
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loop
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if SubString(s3,i,i + 1) == n then
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return i
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endif
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set i = i + 1
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exitwhen i >= 10
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endloop
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return 0
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endfunction
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function SaveLoad_EncodeVerify takes string buffer returns integer
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local integer i = 0
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local integer j = 0
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local string name = GetPlayerName(GetTriggerPlayer())
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if udg_SaveLoad_UsePlayername == true then
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loop
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set j = j + SaveLoad_EncodeChar(SubString(name,i,i + 1))
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set i = i + 1
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exitwhen i >= StringLength(name)
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endloop
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endif
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set i = 0
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loop
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set j = j + SaveLoad_EncodeChar(SubString(buffer,i,i + 1))
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set i = i + 1
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exitwhen i >= StringLength(buffer)
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endloop
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return j
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endfunction
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function CreateTextFile takes string saveCode returns nothing
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local integer p = GetPlayerId(GetTriggerPlayer())+1
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local string heroName = GetUnitName(udg_TempUnit)
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local integer heroLevel = GetHeroLevel(udg_TempUnit)
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call PreloadGenClear()
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call PreloadGenStart()
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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 ")
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call PreloadGenEnd("LegendsRPG\\Trainer" + "-" + I2S(heroLevel) + ".txt")
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endfunction
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function SaveLoad_EncodeValues takes nothing returns string
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local integer i
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local integer j
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local integer k
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local integer l
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local integer m
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local integer CodeLength = StringLength(udg_SaveLoad_Alphabet)
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local integer array a
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local string buffer = ""
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local string c = ""
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local integer skip = 0
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local integer CONST = 1000000
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local string abc = "0123456789"
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set i = 0
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loop
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set i = i + 1
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exitwhen i > udg_SaveCount
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set buffer = buffer + I2S(udg_Save[i]) + "-"
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endloop
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set buffer = buffer + I2S(SaveLoad_EncodeVerify(buffer))
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if udg_Save[1] == 0 then
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set buffer = "-" + buffer
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endif
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set i = 0
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loop
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set a[i] = 0
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set i = i + 1
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exitwhen i >= 100
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endloop
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set m = 0
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set i = 0
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loop
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set j = 0
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loop
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set a[j] = a[j] * 11
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set j = j + 1
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exitwhen j > m
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endloop
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set l = 0
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set c = SubString(buffer,i,i + 1)
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loop
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exitwhen SubString(abc,l,l + 1) == c
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set l = l + 1
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exitwhen l > 9
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endloop
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set a[0] = a[0] + l
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set j = 0
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loop
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set k = a[j] / CONST
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set a[j] = a[j] - k * CONST
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set a[j + 1] = a[j + 1] + k
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set j = j + 1
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exitwhen j > m
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endloop
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if k > 0 then
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set m = m + 1
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endif
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set i = i + 1
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exitwhen i >= StringLength(buffer)
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endloop
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set buffer = ""
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loop
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exitwhen m < 0
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set j = m
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loop
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exitwhen j <= 0
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set k = a[j] / CodeLength
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set a[j - 1] = a[j - 1] + (a[j] - k * CodeLength) * CONST
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set a[j] = k
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set j = j - 1
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endloop
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set k = a[j] / CodeLength
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set i = a[j] - k * CodeLength
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set buffer = buffer + SubString(udg_SaveLoad_Alphabet,i,i + 1)
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set a[j] = k
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if a[m] == 0 then
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set m = m - 1
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endif
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endloop
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set i = StringLength(buffer)
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set skip = 0
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set c = ""
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loop
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set i = i - 1
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set c = c + SubString(buffer,i,i + 1)
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set skip = skip + 1
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if skip == 4 and i > 0 then
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set c = c + "-"
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set skip = 0
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endif
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exitwhen i <= 0
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endloop
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call CreateTextFile(c)
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return c
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endfunction
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function SaveLoad_DecodeValues takes string s returns boolean
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local integer i
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local integer j
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local integer k
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local integer l
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local integer SaveCode = 0
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local integer m
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local integer array a
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local string buffer = ""
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local integer CodeLength = StringLength(udg_SaveLoad_Alphabet)
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local integer skip = -1
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local integer CONST = 1000000
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local string abc = "0123456789-"
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local string c
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set i = 0
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loop
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set a[i] = 0
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set i = i + 1
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exitwhen i >= 100
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endloop
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set m = 0
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set i = 0
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loop
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set j = 0
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loop
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set a[j] = a[j] * CodeLength
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set j = j + 1
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exitwhen j > m
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endloop
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set skip = skip + 1
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if skip == 4 then
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set skip = 0
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set i = i + 1
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endif
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set l = CodeLength
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set c = SubString(s,i,i + 1)
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loop
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set l = l - 1
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exitwhen l < 1
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exitwhen SubString(udg_SaveLoad_Alphabet,l,l + 1) == c
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endloop
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set a[0] = a[0] + l
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set j = 0
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loop
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set k = a[j] / CONST
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set a[j] = a[j] - k * CONST
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set a[j + 1] = a[j + 1] + k
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set j = j + 1
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exitwhen j > m
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endloop
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if k > 0 then
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set m = m + 1
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endif
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set i = i + 1
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exitwhen i >= StringLength(s)
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endloop
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loop
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exitwhen m < 0
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set j = m
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loop
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exitwhen j <= 0
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set k = a[j] / 11
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set a[j - 1] = a[j - 1] + (a[j] - k * 11) * CONST
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set a[j] = k
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set j = j - 1
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endloop
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set k = a[j] / 11
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set i = a[j] - k * 11
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set buffer = SubString(abc,i,i + 1) + buffer
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set a[j] = k
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if a[m] == 0 then
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set m = m - 1
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endif
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endloop
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set i = 0
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set j = 0
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loop
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loop
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exitwhen i >= StringLength(buffer)
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exitwhen i > 0 and SubString(buffer,i,i + 1) == "-" and SubString(buffer,i - 1,i) != "-"
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set i = i + 1
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endloop
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if i < StringLength(buffer) then
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set k = i
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endif
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set SaveCode = SaveCode + 1
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set udg_Save[SaveCode] = S2I(SubString(buffer,j,i))
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set j = i + 1
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set i = i + 1
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exitwhen i >= StringLength(buffer)
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endloop
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set j = SaveLoad_EncodeVerify(SubString(buffer,0,k))
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set udg_SaveCount = SaveCode - 1
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if j == udg_Save[SaveCode] then
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return true
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endif
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return false
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endfunction
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function SaveLoad_Encode takes nothing returns string
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if udg_SaveLoad_CaseSensitive == false then
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set udg_SaveLoad_Alphabet = StringCase(udg_SaveLoad_Alphabet,true)
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endif
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return SaveLoad_EncodeValues()
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endfunction
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function SaveLoad_Decode takes string s returns boolean
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if udg_SaveLoad_CaseSensitive == false then
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set udg_SaveLoad_Alphabet = StringCase(udg_SaveLoad_Alphabet,true)
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set s = StringCase(s,true)
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endif
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if SaveLoad_DecodeValues(s) then
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call DisplayTextToPlayer(GetTriggerPlayer(),0,0,"Decoding sucessful")
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return true
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endif
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call DisplayTextToPlayer(GetTriggerPlayer(),0,0,"Decoding failed")
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return false
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endfunction
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SaveLoad Initialization All
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Events
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Map initialization
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Conditions
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Actions
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Set VariableSet MaxLoads[1] = 0
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Set VariableSet MaxLoads[2] = 0
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Set VariableSet MaxLoads[3] = 0
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Set VariableSet MaxLoads[4] = 0
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Set VariableSet MaxLoads[5] = 0
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Set VariableSet MaxLoads[6] = 0
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Set VariableSet RegioPlayer[1] = Player 1 <gen>
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Set VariableSet RegioPlayer[2] = Player 2 <gen>
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Set VariableSet RegioPlayer[3] = Player 3 <gen>
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Set VariableSet RegioPlayer[4] = Player 4 <gen>
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Set VariableSet RegioPlayer[5] = Player 5 <gen>
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Set VariableSet RegioPlayer[6] = Player 6 <gen>
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Set VariableSet MonstersCountforPlayer[1] = 0
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Set VariableSet CounterMonsterList[1] = 0
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Set VariableSet MonstersCountforPlayer[2] = 0
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Set VariableSet CounterMonsterList[2] = 0
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Set VariableSet MonstersCountforPlayer[3] = 0
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Set VariableSet CounterMonsterList[3] = 0
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Set VariableSet MonstersCountforPlayer[4] = 0
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Set VariableSet CounterMonsterList[4] = 0
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Set VariableSet MonstersCountforPlayer[5] = 0
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Set VariableSet CounterMonsterList[5] = 0
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Set VariableSet MonstersCountforPlayer[6] = 0
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Set VariableSet CounterMonsterList[6] = 0
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-------- List of Heroes --------
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Set VariableSet SaveLoad_Heroes[1] = Trainer
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Set VariableSet SaveLoad_Heroes[2] = Trainer Female
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Set VariableSet SaveLoad_Heroes[3] = |cff0000ffAquatic|r Laqua
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Set VariableSet SaveLoad_Heroes[4] = |cff0000ffAquatic|r Laquid
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Set VariableSet SaveLoad_Heroes[5] = |cff0000ffAquatic|r Lydro
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Set VariableSet SaveLoad_Heroes[6] = |cff0000ffAquatic|r / |cff008000Nature|r Lydreef
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Set VariableSet SaveLoad_Heroes[7] = |cff0000ffAquatic|r Zeanus
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Set VariableSet SaveLoad_Heroes[8] = |cff0000ffAquatic|r / |cff008000Nature|r Coreal
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Set VariableSet SaveLoad_Heroes[9] = |cff008000Nature|r Trent
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Set VariableSet SaveLoad_Heroes[10] = |cff008000Nature|r Trentop
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Set VariableSet SaveLoad_Heroes[11] = |cff008000Nature|r Trentus
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Set VariableSet SaveLoad_Heroes[12] = |cff008000Nature|r Lorvi
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Set VariableSet SaveLoad_Heroes[13] = |cff008000Nature|r Lurvin
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Set VariableSet SaveLoad_Heroes[14] = |cff008000Nature|r Capod
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Set VariableSet SaveLoad_Heroes[15] = |cff008000Nature|r Crocun
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Set VariableSet SaveLoad_Heroes[16] = |cff008000Nature|r / |cff00ffffAir|r Wespah
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Set VariableSet SaveLoad_Heroes[17] = |cff008000Nature|r / |cff00ffffAir|r Moonfree
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Set VariableSet SaveLoad_Heroes[18] = |cff0000ffAquatic|r Cruby
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Set VariableSet SaveLoad_Heroes[19] = |cff0000ffAquatic|r Crabbo
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Set VariableSet SaveLoad_Heroes[20] = |cff0000ffAquatic|r Kinrub
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Set VariableSet SaveLoad_Heroes[21] = |cffff0000Flame|r Anaconas
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Set VariableSet SaveLoad_Heroes[22] = |cffff0000Flame|r Conas
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Set VariableSet SaveLoad_Heroes[23] = |cffff0000Flame|r Kenas
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Set VariableSet SaveLoad_Heroes[24] = |cffd45e19Beast|r Porcus
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Set VariableSet SaveLoad_Heroes[25] = |cffd45e19Beast|r Tuskier
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Set VariableSet SaveLoad_Heroes[26] = |cff0000ffAquatic|r Froggy
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Set VariableSet SaveLoad_Heroes[27] = |cff0000ffAquatic|r Froggior
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Set VariableSet SaveLoad_Heroes[28] = |cff0000ffAquatic|r Froggan
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-------- Number of Heroes --------
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Set VariableSet SaveLoad_Heroes_LastIndex = 25
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-------- List of Items --------
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Set VariableSet SaveLoad_Items[1] = Catchball
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Set VariableSet SaveLoad_Items[2] = Great Catchball
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Set VariableSet SaveLoad_Items[3] = Ultra Catchball
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Set VariableSet SaveLoad_Items[4] = Magic Key Chain
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Set VariableSet SaveLoad_Items[5] = Kelen's Dagger of Escape
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Set VariableSet SaveLoad_Items[6] = Rusty Mining Pick
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-------- Number of Items --------
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Set VariableSet SaveLoad_Items_LastIndex = 6
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-------- List of Abilities --------
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Set VariableSet SaveLoad_Abilities[1] = Individual Value (Dexterity)
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Set VariableSet SaveLoad_Abilities[2] = Individual Value (Spirit)
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Set VariableSet SaveLoad_Abilities[3] = Individual Value (Stamina)
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-------- Number of Abilities --------
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Set VariableSet SaveLoad_Abilities_LastIndex = 6
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-------- These three lines may be changed if needed --------
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Set VariableSet SaveLoad_Alphabet = abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@#$%&
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Set VariableSet SaveLoad_CaseSensitive = True
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Set VariableSet SaveLoad_UsePlayername = True
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-------- Required: false --------
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Set VariableSet SaveLoad_Initialized = False
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-------- Leave as is. Used to autocreate variables when copy & pasting to a new map --------
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Set VariableSet Code = AceHart
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Set VariableSet Save[1] = 0
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Set VariableSet SaveCount = 1
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Set VariableSet Validate = False
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Set VariableSet SaveLoad_Compress[1] = 0
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Set VariableSet SaveLoad_Uncompress[1] = 0
-
-
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SaveLoad Save All
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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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Player - Player 5 (Yellow) types a chat message containing -save as An exact match
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Player - Player 6 (Orange) types a chat message containing -save as An exact match
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Conditions
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Actions
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-------- Prepare the save array with this player's Hero --------
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Set VariableSet SaveCount = 0
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-------- Player's Gold --------
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Set VariableSet SaveCount = (SaveCount + 1)
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Set VariableSet Save[SaveCount] = ((Triggering player) Current gold)
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-------- Take all Heroes --------
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Set VariableSet UnitGroup = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)
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Set VariableSet SaveCount = (SaveCount + 1)
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Set VariableSet 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
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-------- Save the Hero --------
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Set VariableSet SaveCount = (SaveCount + 1)
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Set VariableSet TempUnit = (Picked unit)
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Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Unit2Integer( udg_TempUnit )
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-------- Hero Experience --------
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Set VariableSet SaveCount = (SaveCount + 1)
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Set VariableSet Save[SaveCount] = (Hero experience of (Picked unit))
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-------- Abilities --------
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Set VariableSet SaveCount = (SaveCount + 1)
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Set VariableSet Save[SaveCount] = (Level of Individual Value (Dexterity) for (Picked unit))
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Set VariableSet SaveCount = (SaveCount + 1)
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Set VariableSet Save[SaveCount] = (Level of Individual Value (Spirit) for (Picked unit))
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Set VariableSet SaveCount = (SaveCount + 1)
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Set VariableSet Save[SaveCount] = (Level of Individual Value (Stamina) for (Picked unit))
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-------- Hero Position X --------
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Set VariableSet SaveCount = (SaveCount + 1)
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Set VariableSet Save[SaveCount] = (Integer((X of (Position of (Picked unit)))))
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-------- Hero Position Y --------
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Set VariableSet SaveCount = (SaveCount + 1)
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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
-
-
-
-
-
-


-------- Turn values into code --------
-


Custom script: set udg_Code = SaveLoad_Encode()
-


-------- Show code to player --------
-


Quest - Display to (Player group((Triggering player))) the Secret message: Your code:
-


Game - Display to (Player group((Triggering player))) for 60.00 seconds the text: Code
-
-
-
SaveLoad Load 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
-
-


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
-
-


-------- 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 VariableSet SaveCount = 1
-


-------- Restore Gold --------
-


Player - Set (Triggering player).Current gold to Save[SaveCount]
-


-------- For "number of Heroes", do --------
-


Set VariableSet SaveCount = (SaveCount + 1)
-


For each (Integer B) from 1 to Save[SaveCount], do (Actions)
-



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
-




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)
-
-





Then - Actions
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








(Triggering player) Equal to Player 1 (Red)
-
-







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)
-
-







Else - Actions
-








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)
-
-









Else - Actions
-










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
-














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)
-
-















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
-
-
-
-
-
-
-
-
-
-
-
-
-





Else - Actions
-






Do nothing
-
-
-




-------- 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
-
-




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]
-
-
-
-
-
-
-
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...
-
-
