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post the test mapwith both systems
LOL I said just post the systems' triggers ( Or Post their links in hiveworkshop ) . So I add what you want.
Does your save load system save the skills you put into or do you have to re-skill them after you have loaded?
Post the triggers of your save/load system and skill points, and I will see if we can do anything to modify it, so you don't have to completely add a new system
SaveLoad Init Copy

Events


Map initialization

Conditions

Actions


-------- Some configurables --------


Set SaveLoad_Alphabet = aA5bB0cCdDeE9fFgGhH8iIj1JkK4lLmMn7NoOp3PqQrRsStTu2UvV6wWxXyYzZ


Set SaveLoad_CheckName = True


Set SaveLoad_HyphenSpace = 4


Set SaveLoad_Lower = |c002a4580


Set SaveLoad_Number = |cffffcc00


Set SaveLoad_Upper = |cff1142aa


-------- Abilities --------


Set SaveLoad_Ability[1] = |cffdc143cHero's Aura|r |cffffd700[Achivement]|r


Set SaveLoad_AbilityCount = 1


-------- Store all the items you want to be able to be saved below. --------


Set SaveLoad_Item[1] = Absolute


Set SaveLoad_Item[2] = Hard Rock


Set SaveLoad_Item[3] = |c00408080Cooked Meat|r


Set SaveLoad_Item[4] = |c00408080Uncooked Meat|r


Set SaveLoad_Item[5] = |c00FFFFFFClass Promotion|r


Set SaveLoad_Item[6] = |cff00ffffLusaka Ring|r


Set SaveLoad_Item[7] = Value


Set SaveLoad_Item[8] = Value


Set SaveLoad_Item[9] = Value


Set SaveLoad_Item[10] = Value


Set SaveLoad_Item[11] = Value


Set SaveLoad_Item[12] = Value


Set SaveLoad_Item[13] = Value


Set SaveLoad_Item[14] = Value


Set SaveLoad_Item[15] = Value


Set SaveLoad_Item[16] = |cff00ff00Emeral Gem|r


Set SaveLoad_ItemCount = 16


-------- Store all the heroes you want to be able to be saved below. --------


Set SaveLoad_Hero[1] = Defender


Set SaveLoad_Hero[2] = Life Taker


Set SaveLoad_Hero[3] = Wind Shooter


Set SaveLoad_Hero[4] = Wise One


Set SaveLoad_Hero[5] = |cffFFFF84GameMaster|r


Set SaveLoad_Hero[6] = Jester


Set SaveLoad_Hero[7] = Assassin


Set SaveLoad_Hero[8] = Clown


Set SaveLoad_Hero[9] = Rouge


Set SaveLoad_Hero[10] = Slayer of the night


Set SaveLoad_Hero[11] = Assassin


Set SaveLoad_Hero[12] = Swindler


Set SaveLoad_Hero[13] = Warrior


Set SaveLoad_Hero[14] = Crusader


Set SaveLoad_Hero[15] = Tank


Set SaveLoad_HeroCount = 15


-------- Don't modify below this line. --------


Set SaveLoad_Base = (Length of SaveLoad_Alphabet)


Set SaveLoad_Char = <Empty String>


Set Load[0] = 0


Set LoadCount = 0


Custom script: call CodeGen_Init()
SaveLoad Save Copy

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

Conditions

Actions


-------- Find the players hero, and save it. I realize it leaks but it's just for demonstration. --------


Set SaveCount = 0


Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Set Hero = (Picked unit))


Custom script: set udg_Save[udg_SaveCount] = CodeGen_ConvertUnit(GetUnitTypeId(udg_Hero))


Set SaveCount = (SaveCount + 1)


-------- Save players gold. --------


Set Save[SaveCount] = ((Triggering player) Current gold)


Set SaveCount = (SaveCount + 1)


-------- Save players Lumber --------


Set Save[SaveCount] = ((Triggering player) Current lumber)


Set SaveCount = (SaveCount + 1)


-------- Save heroes level. --------


Set Save[SaveCount] = (Hero level of Hero)


Set SaveCount = (SaveCount + 1)


-------- Save heroes items. --------


Set Save[SaveCount] = (Number of items carried by Hero)


Set SaveCount = (SaveCount + 1)


-------- Save heroes 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-type of (Item carried by Hero in slot (Integer A))) Not equal to (Item-type of No item)





Then - Actions






Set Item = (Item carried by Hero in slot (Integer A))






Custom script: set udg_Save[udg_SaveCount] = CodeGen_ConvertItem(GetItemTypeId(udg_Item))






Set SaveCount = (SaveCount + 1)





Else - Actions


-------- Show Code --------


Custom script: set udg_Code = CodeGen_Compile()


Game - Display to (Player group((Triggering player))) for 60.00 seconds the text: Code
SaveLoad Load Copy

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

Conditions


(Substring((Entered chat string), 1, 6)) Equal to -load

Actions


-------- Check if load is valid --------


Set Code = (Substring((Entered chat string), 7, 999))


Custom script: call CodeGen_Load(udg_Code)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




SaveLoad_Valid Equal to False



Then - Actions




Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: Invalid code.




Skip remaining actions



Else - Actions


-------- Start loading, load the hero first. --------


Set LoadCount = 0


Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Remove (Picked unit) from the game)


Unit - Create 1 SaveLoad_Hero[Load[LoadCount]] for (Triggering player) at (Center of Region 002 <gen>) facing Default building facing degrees


Set Hero = (Last created unit)


Selection - Select (Last created unit) for (Triggering player)


-------- Now load players gold --------


Set LoadCount = (LoadCount + 1)


Player - Set (Triggering player) Current gold to Load[LoadCount]


-------- Now load players Lumber --------


Set LoadCount = (LoadCount + 1)


Player - Set (Triggering player) Current lumber to Load[LoadCount]


-------- Load heroes level --------


Set LoadCount = (LoadCount + 1)


Hero - Set Hero Hero-level to Load[LoadCount], Hide level-up graphics


-------- Now items --------


Set LoadCount = (LoadCount + 1)


For each (Integer A) from 0 to Load[LoadCount], do (Actions)



Loop - Actions




Set LoadCount = (LoadCount + 1)




Hero - Create SaveLoad_Item[Load[LoadCount]] and give it to Hero