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[Trigger] Save/Load System

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Level 4
Joined
Feb 6, 2012
Messages
43
hello, i have problem with save/load system this the trigger.
the problem at SaveLoad Save All And SaveLoad Load All, (Custom Script)

set udg_Save[udg_SaveCount] = SaveLoad_Unit2Integer( udg_TempUnit )
set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
set udg_Code = SaveLoad_Encode()
set udg_Validate = SaveLoad_Decode( udg_Code )
set udg_Validate = SaveLoad_Decode( udg_Code )
set udg_Validate = SaveLoad_Decode( udg_Code )

  • SaveLoad Initialization Hero
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- List of Heroes --------
      • Set SaveLoad_Heroes[1] = NEWBIE
      • Set SaveLoad_Heroes[2] = Swordman
      • Set SaveLoad_Heroes[3] = Priest
      • Set SaveLoad_Heroes[4] = Druid
      • Set SaveLoad_Heroes[5] = Mage
      • -------- Number of Heroes --------
      • Set SaveLoad_Heroes_LastIndex = 5
      • -------- List of Items --------
      • Set SaveLoad_Items[1] = Claws of Attack +15
      • -------- Number of Items --------
      • Set SaveLoad_Items_LastIndex = 1
      • -------- These three lines may be changed if needed --------
      • Set SaveLoad_Alphabet = ABCDEFGHIJKLMNOPQRSTUVWXYZ123456789
      • Set SaveLoad_CaseSensitive = False
      • Set SaveLoad_UsePlayername = True
      • -------- Required: false --------
      • Set SaveLoad_Initialized = False
      • -------- Leave as is. Used to autocreate variables when copy & pasting to a new map --------
      • Set Code = Project RPG(Codev0.1)
      • Set SaveCount = 1
      • Set Save[1] = 0
      • Set Validate = False
      • Set SaveLoad_Compress[1] = 0
      • Set SaveLoad_Uncompress[1] = 0
  • SaveLoad Save All
    • 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
      • Player - Player 9 (Gray) types a chat message containing -save as An exact match
      • Player - Player 10 (Light Blue) 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 Goldbar --------
      • Set SaveCount = ((SaveCount + 1) + 1)
      • Set Save[SaveCount] = ((Triggering player) Current lumber)
      • -------- Take all Heroes --------
      • Set UnitGroup = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))
      • Set SaveCount = (SaveCount + 1)
      • Set Save[SaveCount] = (Number of units in UnitGroup)
      • Unit Group - Pick every unit in UnitGroup 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))
          • -------- How many items does he carry --------
          • Set SaveCount = (SaveCount + 1)
          • Set 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 SaveCount = (SaveCount + 1)
                  • Set 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 SaveCount = (SaveCount + 1)
                  • Set 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 --------
      • Game - Display to (Player group((Triggering player))) for 25.00 seconds the text: ( |cffff0000You Code|r: + Code)
      • Game - Display to (Player group((Triggering player))) for 25.00 seconds the text: -------------------...
  • 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
      • 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
      • Player - Player 9 (Gray) types a chat message containing -load as A substring
      • Player - Player 10 (Light Blue) 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
      • Check_Players[(Player number of (Triggering player))] Equal to False
    • 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: |cffd8bfd8Hunter|r,...
          • 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 SaveCount = 1
      • -------- Restore Gold and Goldbar --------
      • Player - Set (Triggering player) Current lumber to Save[SaveCount]
      • -------- Number of Heroes --------
      • Set SaveCount = (SaveCount + 1)
      • For each (Integer B) from 1 to Save[SaveCount], do (Actions)
        • Loop - Actions
          • Set Check_Players[(Player number of (Triggering player))] = True
          • -------- 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 (Center of Respawn Area <gen>) facing Default building facing degrees
          • Camera - Pan camera for (Triggering player) to (Center of Respawn Area <gen>) over 0.00 seconds
          • -------- Set Experience --------
          • Set SaveCount = (SaveCount + 1)
          • Hero - Set (Last created unit) experience to Save[SaveCount], Hide level-up graphics
          • -------- Recreate all items --------
          • Set SaveCount = (SaveCount + 1)
          • For each (Integer A) 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)
              • -------- Number of charges --------
              • Set SaveCount = (SaveCount + 1)
              • Item - Set charges remaining in (Last created item) to Save[SaveCount]
im forget using what variables
variables.jpg
 
Level 4
Joined
Feb 6, 2012
Messages
43
save/load system fixed
im using this tutorial http://www.thehelper.net/forums/showthread.php/49392-Save-Load-Code-Yet-Another
and do Import Trigger Then Export to my map :)

i have problem with "ANTI-Singel Player" Anyone can help me?

this the trigger
[X]Enabled [ ] initially on
  • SaveLoad NoSinglePlayer
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Custom script: if bj_isSinglePlayer then
      • Trigger - Turn off SaveLoad Save Hero <gen>
      • Trigger - Turn off SaveLoad Load Hero <gen>
      • Wait 5.00 seconds
      • Game - Display to (All players) the text: Single player: -sav...
      • Custom script: endif
 
Last edited:
Level 4
Joined
Feb 6, 2012
Messages
43
I'm not sure if bj_isSinglePlayer still works...

what I use is the check if it reloads game cache data from disk... and make it initially on coz it runs on map init...

thanks its work.

sorry i can't gift you reputation its say "You must spread some Reputation around before giving it to Adiktuz again"

i give you credits for my map :) and mckill2009 too

oh yeah you have link for Job Change System? With Level Request And Job Request thanks :)
 
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