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
-
Events
- Player - Player 1 (Red) types a chat message containing -save as An exact match
- Player - Player 2 (Blue) types a chat message containing -save as An exact match
- Player - Player 3 (Teal) types a chat message containing -save as An exact match
- Player - Player 4 (Purple) types a chat message containing -save as An exact match
- Player - Player 5 (Yellow) types a chat message containing -save as An exact match
- Player - Player 6 (Orange) types a chat message containing -save as An exact match
- Player - Player 7 (Green) types a chat message containing -save as An exact match
- Player - Player 8 (Pink) types a chat message containing -save as An exact match
- Conditions
-
Actions
- -------- Prepare the save array with this player's Hero --------
- Set SaveCount = 0
- -------- Player's Gold --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = ((Triggering player) Current gold)
- -------- Player's Lumber --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = ((Triggering player) Current lumber)
-
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)
-
Loop - Actions
- -------- Save the Hero --------
- Set SaveCount = (SaveCount + 1)
- Set TempUnit = (Picked unit)
- Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Unit2Integer( udg_TempUnit )
- -------- Hero Experience --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Hero experience of (Picked unit))
- -------- Add all items --------
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Number of items carried by (Picked unit))
-
For each (Integer Integer_A_Replacement) 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_Replacement) is owned) Equal to True
-
Then - Actions
- -------- The actual item --------
- Set SaveCount = (SaveCount + 1)
- Set TempItem = (Item carried by (Picked unit) in slot Integer_A_Replacement)
- Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
- Set SaveCount = (SaveCount + 1)
- Set Save[SaveCount] = (Charges remaining in (Item carried by (Picked unit) in slot Integer_A_Replacement))
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Loop - Actions
- -------- Turn values into code --------
- Custom script: set udg_Code = SaveLoad_Encode()
- -------- Show code to player --------
- Quest - Display to (Player group((Triggering player))) the Secret message: Your code:
- Game - Display to (Player group((Triggering player))) for 60.00 seconds the text: Code
-
Events
-
SaveLoad Load Property
-
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
- Player - Player 7 (Green) types a chat message containing -load as A substring
- Player - Player 8 (Pink) types a chat message containing -load as A substring
-
Conditions
- (Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
- (Length of (Entered chat string)) Greater than 6
-
Actions
- -------- Try to decode what was typed --------
- Set Code = (Substring((Entered chat string), 7, (Length of (Entered chat string))))
- Custom script: set udg_Validate = SaveLoad_Decode( udg_Code )
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Validate Equal to False
-
Then - Actions
- -------- Invalid code --------
- Game - Display to (Player group((Triggering player))) the text: There's some error ...
- Skip remaining actions
- Else - Actions
-
If - Conditions
- -------- It worked, let's do something with it --------
- Set SaveCount = 1
- -------- Restore Gold --------
- Player - Set (Triggering player) Current gold to Save[SaveCount]
- Set SaveCount = (SaveCount + 1)
- -------- Restore Lumber --------
- Player - Set (Triggering player) Current lumber to Save[SaveCount]
-
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
-
Loop - Actions
-
For each (Integer B) from 1 to 1, do (Actions)
-
Loop - Actions
- -------- Restore Hero --------
- Set SaveCount = (SaveCount + 1)
- Custom script: set udg_TempUnitType = SaveLoad_Integer2Unit(udg_Save[udg_SaveCount])
- Unit - Create 1 TempUnitType for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
- -------- Set Experience --------
- Set SaveCount = (SaveCount + 1)
- Hero - Set (Last created unit) experience to Save[SaveCount], Hide level-up graphics
- Set SaveCount = (SaveCount + 1)
-
For each (Integer Integer_A_Replacement) from 1 to Save[SaveCount], do (Actions)
-
Loop - Actions
- -------- The actual item --------
- Set SaveCount = (SaveCount + 1)
- Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
- Hero - Create TempItemType and give it to (Last created unit)
- Set SaveCount = (SaveCount + 1)
- Item - Set charges remaining in (Last created item) to Save[SaveCount]
-
Loop - Actions
-
Loop - Actions
-
Events
-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 ^___^