- 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 )
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 )
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SaveLoad Initialization Hero
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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] = NEWBIE
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Set SaveLoad_Heroes[2] = Swordman
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Set SaveLoad_Heroes[3] = Priest
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Set SaveLoad_Heroes[4] = Druid
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Set SaveLoad_Heroes[5] = Mage
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-------- Number of Heroes --------
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Set SaveLoad_Heroes_LastIndex = 5
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-------- List of Items --------
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Set SaveLoad_Items[1] = Claws of Attack +15
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-------- Number of Items --------
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Set SaveLoad_Items_LastIndex = 1
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-------- These three lines may be changed if needed --------
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Set SaveLoad_Alphabet = ABCDEFGHIJKLMNOPQRSTUVWXYZ123456789
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Set SaveLoad_CaseSensitive = False
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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 = Project RPG(Codev0.1)
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Set SaveCount = 1
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Set Save[1] = 0
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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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Player - Player 9 (Gray) types a chat message containing -save as An exact match
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Player - Player 10 (Light Blue) 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 Goldbar --------
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Set SaveCount = ((SaveCount + 1) + 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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-------- 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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-------- 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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Game - Display to (Player group((Triggering player))) for 25.00 seconds the text: ( |cffff0000You Code|r: + Code)
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Game - Display to (Player group((Triggering player))) for 25.00 seconds the text: -------------------...
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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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Player - Player 9 (Gray) types a chat message containing -load as A substring
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Player - Player 10 (Light Blue) 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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Check_Players[(Player number of (Triggering player))] Equal to False
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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: |cffd8bfd8Hunter|r,...
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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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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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Set SaveCount = 1
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-------- Restore Gold and Goldbar --------
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Player - Set (Triggering player) Current lumber to Save[SaveCount]
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-------- Number of Heroes --------
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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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Set Check_Players[(Player number of (Triggering player))] = True
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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 (Center of Respawn Area <gen>) facing Default building facing degrees
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Camera - Pan camera for (Triggering player) to (Center of Respawn Area <gen>) over 0.00 seconds
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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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-------- 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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