Ok. I implemented AceHeart's Save/Load system.
Here's a link to it: http://www.thehelper.net/forums/sho...oad-Code-Yet-Another?highlight=save+load+code (So that u can see what I am talking about)
Now there is one small thing I need to add and doen't seem to work.
This system is deigned to save and load abilities that are 'Hero', not 'Unit'. So when u level up Holy Light from the Hero ability menu - it will be saved good.
BUT
When u pick ur hero it must choose between several bonuses avaliable which are Spellbook abilities with things inside them. So I need THEM saved.
Actually what I'd like is to replace all hero-levelable abilities with normal unit abilities, such as these spellbooks. Because u won't have to level any ability in this map.
Please help.
Here are the triggers I am using:
Here is the part I think the solution to this problem must be:
Thank you.
Here's a link to it: http://www.thehelper.net/forums/sho...oad-Code-Yet-Another?highlight=save+load+code (So that u can see what I am talking about)
Now there is one small thing I need to add and doen't seem to work.
This system is deigned to save and load abilities that are 'Hero', not 'Unit'. So when u level up Holy Light from the Hero ability menu - it will be saved good.
BUT
When u pick ur hero it must choose between several bonuses avaliable which are Spellbook abilities with things inside them. So I need THEM saved.
Actually what I'd like is to replace all hero-levelable abilities with normal unit abilities, such as these spellbooks. Because u won't have to level any ability in this map.
Please help.
Here are the triggers I am using:
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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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-------- List of Heroes --------
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Set SaveLoad_Heroes[1] = Blademaster
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Set SaveLoad_Heroes[2] = Far Seer
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Set SaveLoad_Heroes[3] = Tauren Chieftain
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Set SaveLoad_Heroes[4] = Shadow Hunter
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-------- Number of Heroes --------
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Set SaveLoad_Heroes_LastIndex = 4
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-------- List of Items --------
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Set SaveLoad_Items[1] = Claws of Attack +15
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Set SaveLoad_Items[2] = Cheese
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Set SaveLoad_Items[3] = Wand of Lightning Shield
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Set SaveLoad_Items[4] = Magic Key Chain
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Set SaveLoad_Items[5] = Arcanite Shield
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Set SaveLoad_Items[6] = The Heart of Searinox
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Set SaveLoad_Items[7] = Urn of King Terenas
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-------- Number of Items --------
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Set SaveLoad_Items_LastIndex = 7
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-------- List of Abilities --------
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Set SaveLoad_Abilities[1] = Normal Skills
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Set SaveLoad_Abilities[2] = Normal Skills_Berserk
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Set SaveLoad_Abilities[3] = Normal Skills_CRIT
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Set SaveLoad_Abilities[4] = Normal Skills_Net
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Set SaveLoad_Abilities[5] = Normal Skills_SPLASH
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Set SaveLoad_Abilities[6] = Test Bonus
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-------- Number of Abilities --------
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Set SaveLoad_Abilities_LastIndex = 6
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-------- These three lines may be changed if needed --------
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Set SaveLoad_Alphabet = abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
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Set SaveLoad_CaseSensitive = True
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Set SaveLoad_UsePlayername = True
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-------- Required: false --------
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Set 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 Code = AceHart
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Set Save[1] = 0
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Set SaveCount = 1
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Set Validate = False
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Set SaveLoad_Compress[1] = 0
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Set 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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Player - Player 7 (Green) types a chat message containing -save as An exact match
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Player - Player 8 (Pink) 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 SaveCount = 0
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-------- Player's Gold --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = ((Triggering player) Current gold)
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-------- Player's Lumber --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = ((Triggering player) Current lumber)
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-------- Take all Heroes --------
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Set UnitGroup = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Number of units in UnitGroup)
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Unit Group - Pick every unit in UnitGroup and do (Actions)
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Loop - Actions
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-------- Save the Hero --------
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Set SaveCount = (SaveCount + 1)
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Set 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 SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Hero experience of (Picked unit))
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-------- Hero Stats --------
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-------- ----- Str ----- --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Strength of (Picked unit) (Exclude bonuses))
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-------- ----- Agi ----- --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Agility of (Picked unit) (Exclude bonuses))
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-------- ----- Int ----- --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Intelligence of (Picked unit) (Exclude bonuses))
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-------- End Stats --------
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-------- Hero Position X --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Integer((X of (Position of (Picked unit)))))
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-------- Hero Position Y --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Integer((Y of (Position of (Picked unit)))))
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-------- How many items does he carry --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Number of items carried by (Picked unit))
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-------- Add all items --------
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Item carried by (Picked unit) in slot (Integer A)) is owned) Equal to True
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Then - Actions
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-------- The actual item --------
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Set SaveCount = (SaveCount + 1)
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Set TempItem = (Item carried by (Picked unit) in slot (Integer A))
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Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
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-------- The number of charges it has --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Charges remaining in (Item carried by (Picked unit) in slot (Integer A)))
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Else - Actions
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-------- Add all abilities --------
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For each (Integer A) from 1 to SaveLoad_Abilities_LastIndex, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of SaveLoad_Abilities[(Integer A)] for (Picked unit)) Greater than 0
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Then - Actions
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-------- The actual ability --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Integer A)
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-------- Its level --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Level of SaveLoad_Abilities[(Integer A)] for (Picked unit))
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Else - Actions
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-------- Turn values into code --------
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Custom script: set udg_Code = SaveLoad_Encode()
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-------- Show code to player --------
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Quest - Display to (Player group((Triggering player))) the Secret message: Your code:
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Game - Display to (Player group((Triggering player))) for 60.00 seconds the text: Code
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SaveLoad Load All
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Events
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Player - Player 1 (Red) types a chat message containing -load as A substring
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Player - Player 2 (Blue) types a chat message containing -load as A substring
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Player - Player 3 (Teal) types a chat message containing -load as A substring
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Player - Player 4 (Purple) types a chat message containing -load as A substring
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Player - Player 5 (Yellow) types a chat message containing -load as A substring
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Player - Player 6 (Orange) types a chat message containing -load as A substring
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Player - Player 7 (Green) types a chat message containing -load as A substring
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Player - Player 8 (Pink) types a chat message containing -load as A substring
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Conditions
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(Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
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(Length of (Entered chat string)) Greater than 6
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Actions
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-------- Try to decode what was typed --------
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Set Code = (Substring((Entered chat string), 7, (Length of (Entered chat string))))
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Custom script: set udg_Validate = SaveLoad_Decode( udg_Code )
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Validate Equal to False
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Then - Actions
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-------- Invalid code --------
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Game - Display to (Player group((Triggering player))) the text: Invalid Code!
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Triggering player) is in Has_A_Hero) Equal to False
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Then - Actions
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-------- It worked, let's do something with it --------
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Game - Display to (Player group((Triggering player))) the text: Code Accepted!
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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
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Unit - Remove (Picked unit) from the game
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Unit Group - Pick every unit in (Units owned by (Triggering player) matching ((Unit-type of (Matching unit)) Equal to Priest)) and do (Actions)
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Loop - Actions
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Unit - Remove (Picked unit) from the game
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Player Group - Add (Triggering player) to Has_A_Hero
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Set TempInteger = SaveCount
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Set SaveCount = 1
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-------- Restore Gold --------
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Player - Set (Triggering player) Current gold to Save[SaveCount]
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Set SaveCount = (SaveCount + 1)
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Player - Set (Triggering player) Current lumber to Save[SaveCount]
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-------- For "number of Heroes", do --------
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Set SaveCount = (SaveCount + 1)
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For each (Integer B) from 1 to Save[SaveCount], do (Actions)
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Loop - Actions
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-------- Restore Hero --------
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Set SaveCount = (SaveCount + 1)
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Custom script: set udg_TempUnitType = SaveLoad_Integer2Unit(udg_Save[udg_SaveCount])
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Unit - Create 1 TempUnitType for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
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-------- Set Experience --------
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Set SaveCount = (SaveCount + 1)
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Hero - Set (Last created unit) experience to Save[SaveCount], Hide level-up graphics
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-------- Set Str --------
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Set SaveCount = (SaveCount + 1)
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Hero - Modify Strength of (Last created unit): Set to Save[SaveCount]
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-------- Set Agi --------
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Set SaveCount = (SaveCount + 1)
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Hero - Modify Agility of (Last created unit): Set to Save[SaveCount]
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-------- Set Int --------
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Set SaveCount = (SaveCount + 1)
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Hero - Modify Intelligence of (Last created unit): Set to Save[SaveCount]
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-------- Move to saved position --------
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Set SaveCount = (SaveCount + 1)
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Unit - Move (Last created unit) instantly to (Point((Real(Save[SaveCount])), (Real(Save[(SaveCount + 1)]))))
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Set SaveCount = (SaveCount + 1)
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-------- Recreate all items --------
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Set SaveCount = (SaveCount + 1)
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For each (Integer A) from 1 to Save[SaveCount], do (Actions)
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Loop - Actions
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-------- The actual item --------
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Set SaveCount = (SaveCount + 1)
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Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
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Hero - Create TempItemType and give it to (Last created unit)
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-------- Number of charges --------
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Set SaveCount = (SaveCount + 1)
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Item - Set charges remaining in (Last created item) to Save[SaveCount]
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-------- Abilites Load --------
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For each (Integer SaveCount) from (SaveCount + 1) to TempInteger, do (Actions)
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Loop - Actions
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For each (Integer A) from 1 to Save[(SaveCount + 1)], do (Actions)
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Loop - Actions
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Custom script: call SelectHeroSkill( GetLastCreatedUnit(), udg_SaveLoad_Abilities[ udg_Save[ udg_SaveCount ] ] )
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Set SaveCount = (SaveCount + 1)
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Unit - Move (Last created unit) instantly to (Center of Hero Start <gen>)
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Camera - Pan camera for (Triggering player) to (Center of Hero Start <gen>) over 0.20 seconds
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Else - Actions
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Game - Display to (Player group((Triggering player))) the text: You already have a ...
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Here is the part I think the solution to this problem must be:
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-------- Abilites Load --------
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For each (Integer SaveCount) from (SaveCount + 1) to TempInteger, do (Actions)
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Loop - Actions
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For each (Integer A) from 1 to Save[(SaveCount + 1)], do (Actions)
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Loop - Actions
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Custom script: call SelectHeroSkill( GetLastCreatedUnit(), udg_SaveLoad_Abilities[ udg_Save[ udg_SaveCount ] ] )
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Set SaveCount = (SaveCount + 1)
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Unit - Move (Last created unit) instantly to (Center of Hero Start <gen>)
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Camera - Pan camera for (Triggering player) to (Center of Hero Start <gen>) over 0.20 seconds
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Else - Actions
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Game - Display to (Player group((Triggering player))) the text: You already have a ...
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Thank you.