Okay now its a easyer to understand what save/load system you want. But you may also thing about the lenght of the code.
Lets say the maximum number of:
Wood 99999 = 5 digits
Gold 99999 = 5 digits
Item 99 = 2 x 6 = 12 digits
Strenght 99 = 2 digits
Agility 99 = 2 digits
Intelligence 99 = 2 digits
Abilities 99 = 2 x 4 = 8 digits
Abilities Level 99 = 2 x 4 = 8 digits
Hero Level 99 = 2 digits
Class 9 = 1 digits
Then the code will be 5+5+12+2+2+2+8+8+2+1= 47 digits long
It will look like this:
ABCDEFGHIJabcdefghij01234567899876543210ABCDEFGHIJ0123456
Way to long I thik.
Well, these is what I want to do (to make sure it isn't too long):
- 9999 Gold
Gold / 100 = Gold (that way you can save 100 times more gold with the same amount of bits, but it is rounded up to the nearest 100)
- Max lumber = 999 (it's going to be very hard to get lumber in my map, so 999 lumber is very, very high.
- Well... saving 12 items is good enough, I don't need to save more items (6 is the minimum ofc).
And to make it easier to put items in the code, you create a trigger that takes every item in a region, saves it as a variable, deleted it and does that action untill there are no items left (If you don't know what I mean, I'll copy to trigger)
- Attributes should be 999... can't help it
- 9 Abilities
- 99 Ability levels
- Hero level should be 999...
- class is also 9.
So that decreases the amount of bits I guess...
MistAssass said:
Hey you forgot the position of the unit ... btw i tryed the spell pack on that link and work perfectly ... and it has instructions how to import it on your map !
No, The hero loads at the same spot where you start... the position doesn't need to be saved.
I'll try it once again, it was a few months ago... I guess I've learned something about WWE in the meanwhile.