Hey guys, i need some help on the triggers for saving/loading the amount of charges a item has.
so far when testing, this is what happens:
-If i have 5 different potions with different amounts of charges, it saves/loads correctly.
-If i have 5 different potions with different amounts of charges And a non-charged item in the 6th slot, only the 5 potions will be loaded.
-If i move the non-charged item to the 3rd slot and have the potions occupying the other 5 slots, only the first 3 slots will get loaded.
My guess: the trigger has problems reading non-charged items as a 1 charge and will set automaticly set it to 0 or whatever. not sure about it
" .
if anyone is able to help me with this, +rep ofc ^___^
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SaveLoad Save Property
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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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Unit Group - Pick every unit in (Units owned by (Triggering player) matching ((Matching unit) Equal to Player_Hero_Array[(Player number of (Triggering player))])) 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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-------- Add all items --------
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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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For each (Integer Integer_A_Replacement) 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_Replacement) 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_Replacement)
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Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
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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_Replacement))
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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 Property
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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: There's some error ...
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Skip remaining actions
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Else - Actions
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-------- It worked, let's do something with it --------
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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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-------- Restore Lumber --------
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Player - Set (Triggering player) Current lumber to Save[SaveCount]
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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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For each (Integer B) from 1 to 1, 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 SaveCount = (SaveCount + 1)
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For each (Integer Integer_A_Replacement) 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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Set SaveCount = (SaveCount + 1)
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Item - Set charges remaining in (Last created item) to Save[SaveCount]
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-If i have 5 different potions with different amounts of charges, it saves/loads correctly.
-If i have 5 different potions with different amounts of charges And a non-charged item in the 6th slot, only the 5 potions will be loaded.
-If i move the non-charged item to the 3rd slot and have the potions occupying the other 5 slots, only the first 3 slots will get loaded.
My guess: the trigger has problems reading non-charged items as a 1 charge and will set automaticly set it to 0 or whatever. not sure about it
if anyone is able to help me with this, +rep ofc ^___^