Hi can anyone help me make a save code for heros, level, XP, items and anything else a hero has. I have found one but it doesn't save my quests, can anyone help me make a save code with quests to?
heh..... i can help with mostly everything like hero items and stuff but money wood and quests. exp not really but lv yes. if you really really really want it i will work on it for you until i can find out. but it may take me a while its not on the top of my list. so PM me or reply to this post eithor or i dont care
I could use your one if i can't get anyothers that could add gold, quests, XP and wood into the code. I know it's a hard code to make so im not expecting a save code that could all that but a code with the hero, items and level is good.
But if someone does make a code, i need it so no one can trick it.
so how do you want me to do this? eithor e-mail you the map i will make with the code (i think thats fastest) or pase all the codes on this site????? up to you
ya i havnt had much time to look over the save load stuff on my trigger so i dont think i will be able to do the money wood or stats spells stuff. but i will post when i have a bit of time right now im kinda busy i will post by the end of next week hopfully.
Shot i made the Rpg for me and my friend so ill just make a cheap save sode for them like if u have finished this quest and you type -save it will show u "-Q1" that means quest one finished and same with the gold and wood and XP untill i can find a save code for everything
Warrning this is Very Long so this will take you a very long time to complete.... and lots are variables and right now im busy so you will have to find what it is. ------------------------------------------------------------------ Events Map initialization Conditions Actions -------- Start Trigger/ -------- Trigger - Run Initialization Set Hero Number <gen> (checking conditions) Trigger - Run Initialization Set Item Number <gen> (checking conditions) Trigger - Run Initialization Set Hero Code <gen> (checking conditions) Trigger - Run Initialization Set Item Code <gen> (checking conditions) Trigger - Run Initialization Set Number Code <gen> (checking conditions) Trigger - Run Initialization Set Account Code <gen> (checking conditions) -------- EndTrigger/ -------- Player Group - Pick every player in (All players) and do (Hero - Make (Picked player) Heroes gain 300.00% experience from future kills)
Events Conditions Actions -------- Start Trigger/ -------- Set Save_HeroNumber[0] = (Unit-type of No unit) Set Save_HeroNumber[1] = Jorden Set Save_HeroNumber[2] = James Set Save_HeroNumber[3] = Clapp Set Save_HeroNumber[4] = John Set Save_HeroNumber[5] = Nathan Set Save_HeroNumber[6] = Tauren Chieftain Set Save_HeroNumber[7] = Death Knight Set Save_HeroNumber[8] = Lich Set Save_HeroNumber[9] = Dreadlord Set Save_HeroNumber[10] = Keeper of the Grove Set Save_HeroNumber[11] = Priestess of the Moon Set Save_HeroNumber[12] = Demon Hunter -------- EndTrigger/ --------
Events Conditions Actions -------- Start Trigger/ -------- Set Save_ItemType[0] = (Item-type of No item) Set Save_ItemType[1] = Alleria's Flute of Accuracy Set Save_ItemType[2] = Amulet of Spell Shield Set Save_ItemType[3] = Ancient Janggo of Endurance Set Save_ItemType[4] = Belt of Giant Strength +6 Set Save_ItemType[5] = Boots of Quel'Thalas +6 Set Save_ItemType[6] = Boots of Speed Set Save_ItemType[7] = Circlet of Nobility Set Save_ItemType[8] = Claws of Attack +12 Set Save_ItemType[9] = Claws of Attack +6 Set Save_ItemType[10] = Claws of Attack +9 Set Save_ItemType[11] = Cloak of Flames Set Save_ItemType[12] = Cloak of Shadows Set Save_ItemType[13] = Crystal Ball Set Save_ItemType[14] = Diamond of Summoning Set Save_ItemType[15] = Gauntlets of Ogre Strength +3 Set Save_ItemType[16] = Gloves of Haste Set Save_ItemType[17] = Helm of Valor Set Save_ItemType[18] = Hood of Cunning Set Save_ItemType[19] = Khadgar's Gem of Health Set Save_ItemType[20] = Khadgar's Pipe of Insight Set Save_ItemType[21] = Legion Doom-Horn Set Save_ItemType[22] = Mantle of Intelligence +3 Set Save_ItemType[23] = Medallion of Courage Set Save_ItemType[24] = Orb of Darkness Set Save_ItemType[25] = Pendant of Energy Set Save_ItemType[26] = Pendant of Mana Set Save_ItemType[27] = Periapt of Vitality Set Save_ItemType[28] = Ring of Protection +2 Set Save_ItemType[29] = Ring of Protection +3 Set Save_ItemType[30] = Ring of Protection +4 Set Save_ItemType[31] = Ring of Regeneration Set Save_ItemType[32] = Robe of the Magi +6 Set Save_ItemType[33] = Runed Bracers Set Save_ItemType[34] = Scourge Bone Chimes Set Save_ItemType[35] = Slippers of Agility +3 Set Save_ItemType[36] = Sobi Mask Set Save_ItemType[37] = Staff of Silence Set Save_ItemType[38] = Staff of Teleportation Set Save_ItemType[39] = Talisman of Evasion Set Save_ItemType[40] = The Lion Horn of Stormwind Set Save_ItemType[41] = Warsong Battle Drums -------- EndTrigger/ --------
Events Conditions Actions -------- Start Trigger/ -------- -------- Set Code_HeroCode01 -------- Set Code_HeroCode01[0] = VeH Set Code_HeroCode01[1] = U23 Set Code_HeroCode01[2] = BeX Set Code_HeroCode01[3] = Trk Set Code_HeroCode01[4] = LwC Set Code_HeroCode01[5] = H01 Set Code_HeroCode01[6] = JpD Set Code_HeroCode01[7] = Wof Set Code_HeroCode01[8] = WnU Set Code_HeroCode01[9] = Zio Set Code_HeroCode01[10] = Xem Set Code_HeroCode01[11] = RtQ Set Code_HeroCode01[12] = Bwq -------- Set Code_HeroCode02 -------- Set Code_HeroCode02[0] = 5vT Set Code_HeroCode02[1] = 5H9 Set Code_HeroCode02[2] = 0cA Set Code_HeroCode02[3] = 7Bw Set Code_HeroCode02[4] = 11L Set Code_HeroCode02[5] = 5a2 Set Code_HeroCode02[6] = 4gE Set Code_HeroCode02[7] = 0Se Set Code_HeroCode02[8] = 9vE Set Code_HeroCode02[9] = 5AQ Set Code_HeroCode02[10] = 9Kx Set Code_HeroCode02[11] = 5Je Set Code_HeroCode02[12] = 8Ie -------- Set Code_HeroCode03 -------- Set Code_HeroCode03[0] = f5d Set Code_HeroCode03[1] = iQL Set Code_HeroCode03[2] = spP Set Code_HeroCode03[3] = qx5 Set Code_HeroCode03[4] = b3g Set Code_HeroCode03[5] = k3c Set Code_HeroCode03[6] = so5 Set Code_HeroCode03[7] = kE9 Set Code_HeroCode03[8] = oCy Set Code_HeroCode03[9] = tCJ Set Code_HeroCode03[10] = vPa Set Code_HeroCode03[11] = a91 Set Code_HeroCode03[12] = g32 -------- EndTrigger/ --------
Events Conditions Actions -------- Start Trigger/ -------- -------- Set Code_ItemCode01 -------- Set Code_ItemCode01[0] = ru Set Code_ItemCode01[1] = c3 Set Code_ItemCode01[2] = pL Set Code_ItemCode01[3] = o2 Set Code_ItemCode01[4] = kx Set Code_ItemCode01[5] = x0 Set Code_ItemCode01[6] = n5 Set Code_ItemCode01[7] = be Set Code_ItemCode01[8] = qY Set Code_ItemCode01[9] = k2 Set Code_ItemCode01[10] = kT Set Code_ItemCode01[11] = vT Set Code_ItemCode01[12] = b4 Set Code_ItemCode01[13] = z1 Set Code_ItemCode01[14] = gy Set Code_ItemCode01[15] = yU Set Code_ItemCode01[16] = xC Set Code_ItemCode01[17] = pa Set Code_ItemCode01[18] = n9 Set Code_ItemCode01[19] = j2 Set Code_ItemCode01[20] = ts Set Code_ItemCode01[21] = s4 Set Code_ItemCode01[22] = bQ Set Code_ItemCode01[23] = t5 Set Code_ItemCode01[24] = og Set Code_ItemCode01[25] = xr Set Code_ItemCode01[26] = wk Set Code_ItemCode01[27] = zc Set Code_ItemCode01[28] = uG Set Code_ItemCode01[29] = nL Set Code_ItemCode01[30] = w6 Set Code_ItemCode01[31] = g3 Set Code_ItemCode01[32] = Yw Set Code_ItemCode01[33] = wn Set Code_ItemCode01[34] = y4 Set Code_ItemCode01[35] = mo Set Code_ItemCode01[36] = m4 Set Code_ItemCode01[37] = zX Set Code_ItemCode01[38] = nu Set Code_ItemCode01[39] = a2 Set Code_ItemCode01[40] = tV Set Code_ItemCode01[41] = v1 -------- Set Code_ItemCode02 -------- Set Code_ItemCode02[0] = Br Set Code_ItemCode02[1] = B3 Set Code_ItemCode02[2] = Fh Set Code_ItemCode02[3] = Mq Set Code_ItemCode02[4] = L2 Set Code_ItemCode02[5] = E6 Set Code_ItemCode02[6] = C8 Set Code_ItemCode02[7] = Kd Set Code_ItemCode02[8] = Fv Set Code_ItemCode02[9] = OQ Set Code_ItemCode02[10] = Ya Set Code_ItemCode02[11] = L8 Set Code_ItemCode02[12] = Cw Set Code_ItemCode02[13] = Xh Set Code_ItemCode02[14] = Nw Set Code_ItemCode02[15] = M4 Set Code_ItemCode02[16] = Le Set Code_ItemCode02[17] = Ux Set Code_ItemCode02[18] = NE Set Code_ItemCode02[19] = MO Set Code_ItemCode02[20] = XQ Set Code_ItemCode02[21] = Bt Set Code_ItemCode02[22] = NP Set Code_ItemCode02[23] = N1 Set Code_ItemCode02[24] = Y0 Set Code_ItemCode02[25] = EZ Set Code_ItemCode02[26] = Zg Set Code_ItemCode02[27] = Zi Set Code_ItemCode02[28] = me Set Code_ItemCode02[29] = Hy Set Code_ItemCode02[30] = D4 Set Code_ItemCode02[31] = G6 Set Code_ItemCode02[32] = Ms Set Code_ItemCode02[33] = Mx Set Code_ItemCode02[34] = KJ Set Code_ItemCode02[35] = HU Set Code_ItemCode02[36] = Uk Set Code_ItemCode02[37] = Un Set Code_ItemCode02[38] = U3 Set Code_ItemCode02[39] = Of Set Code_ItemCode02[40] = LL Set Code_ItemCode02[41] = RE -------- Set Code_ItemCode03 -------- Set Code_ItemCode03[0] = 0H Set Code_ItemCode03[1] = 3F Set Code_ItemCode03[2] = 5n Set Code_ItemCode03[3] = 2c Set Code_ItemCode03[4] = 7h Set Code_ItemCode03[5] = 42 Set Code_ItemCode03[6] = 9K Set Code_ItemCode03[7] = 9x Set Code_ItemCode03[8] = 1x Set Code_ItemCode03[9] = 2x Set Code_ItemCode03[10] = 3V Set Code_ItemCode03[11] = 6A Set Code_ItemCode03[12] = 7S Set Code_ItemCode03[13] = 80 Set Code_ItemCode03[14] = 1P Set Code_ItemCode03[15] = 2f Set Code_ItemCode03[16] = 7g Set Code_ItemCode03[17] = 7X Set Code_ItemCode03[18] = 71 Set Code_ItemCode03[19] = 72 Set Code_ItemCode03[20] = 73 Set Code_ItemCode03[21] = 0G Set Code_ItemCode03[22] = 3i Set Code_ItemCode03[23] = 5z Set Code_ItemCode03[24] = 8Z Set Code_ItemCode03[25] = 4z Set Code_ItemCode03[26] = 3q Set Code_ItemCode03[27] = 8Q Set Code_ItemCode03[28] = 6S Set Code_ItemCode03[29] = 8Y Set Code_ItemCode03[30] = 8y Set Code_ItemCode03[31] = 3w Set Code_ItemCode03[32] = 7W Set Code_ItemCode03[33] = 4T Set Code_ItemCode03[34] = 2U Set Code_ItemCode03[35] = 7u Set Code_ItemCode03[36] = 8Q Set Code_ItemCode03[37] = 94 Set Code_ItemCode03[38] = 16 Set Code_ItemCode03[39] = 64 Set Code_ItemCode03[40] = 11 Set Code_ItemCode03[41] = 41 -------- EndTrigger/ --------
Events Conditions Actions -------- Start Trigger/ -------- -------- Set Code_NumberCode01 -------- Set Code_NumberCode01[0] = H Set Code_NumberCode01[1] = E Set Code_NumberCode01[2] = X Set Code_NumberCode01[3] = T Set Code_NumberCode01[4] = Y Set Code_NumberCode01[5] = L Set Code_NumberCode01[6] = W Set Code_NumberCode01[7] = F Set Code_NumberCode01[8] = M Set Code_NumberCode01[9] = R -------- Set Code_NumberCode02 -------- Set Code_NumberCode02[0] = w Set Code_NumberCode02[1] = u Set Code_NumberCode02[2] = b Set Code_NumberCode02[3] = i Set Code_NumberCode02[4] = p Set Code_NumberCode02[5] = q Set Code_NumberCode02[6] = e Set Code_NumberCode02[7] = c Set Code_NumberCode02[8] = z Set Code_NumberCode02[9] = x -------- Set Code_NumberCode03 -------- Set Code_NumberCode03[0] = 5 Set Code_NumberCode03[1] = 1 Set Code_NumberCode03[2] = 6 Set Code_NumberCode03[3] = 0 Set Code_NumberCode03[4] = 9 Set Code_NumberCode03[5] = 7 Set Code_NumberCode03[6] = 8 Set Code_NumberCode03[7] = 3 Set Code_NumberCode03[8] = 2 Set Code_NumberCode03[9] = 4 -------- EndTrigger/ --------
Events Conditions Actions -------- Start Trigger/ -------- Set String_AccountLetters = abcdefghijklmnopqrstuvwxyz0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ()[].-_ Set Code_AccountCode01 = tSrMlK5CbXwVy3n9voN2A7ZYxgFemLkJiHEduT6QpU1ORqP8fsDc0jIh4BazWG(-_.])[ -------- EndTrigger/ --------
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 Player - Player 11 (Dark Green) types a chat message containing -save as An exact match Player - Player 12 (Brown) types a chat message containing -save as An exact match Conditions Actions -------- Save Item Numbers From Inventory Slot 1-6 -------- For each (Integer A) from 0 to 41, 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 Save_HeroPlayer[(Player number of (Triggering player))] in slot 1)) Equal to Save_ItemType[(Integer A)] Then - Actions Set Save_EndPart[1] = (Integer A) Else - Actions For each (Integer A) from 0 to 41, 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 Save_HeroPlayer[(Player number of (Triggering player))] in slot 2)) Equal to Save_ItemType[(Integer A)] Then - Actions Set Save_EndPart[2] = (Integer A) Else - Actions For each (Integer A) from 0 to 41, 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 Save_HeroPlayer[(Player number of (Triggering player))] in slot 3)) Equal to Save_ItemType[(Integer A)] Then - Actions Set Save_EndPart[3] = (Integer A) Else - Actions For each (Integer A) from 0 to 41, 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 Save_HeroPlayer[(Player number of (Triggering player))] in slot 4)) Equal to Save_ItemType[(Integer A)] Then - Actions Set Save_EndPart[4] = (Integer A) Else - Actions For each (Integer A) from 0 to 41, 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 Save_HeroPlayer[(Player number of (Triggering player))] in slot 5)) Equal to Save_ItemType[(Integer A)] Then - Actions Set Save_EndPart[5] = (Integer A) Else - Actions For each (Integer A) from 0 to 41, 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 Save_HeroPlayer[(Player number of (Triggering player))] in slot 6)) Equal to Save_ItemType[(Integer A)] Then - Actions Set Save_EndPart[6] = (Integer A) Else - Actions -------- Save Hero Numbers -------- For each (Integer A) from 0 to 12, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Unit-type of Save_HeroPlayer[(Player number of (Triggering player))]) Equal to Save_HeroNumber[(Integer A)] Then - Actions Set Save_EndPart[7] = (Integer A) Else - Actions -------- Save Hero Level -------- If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Hero level of Save_HeroPlayer[(Player number of (Triggering player))]) Less than 10 Then - Actions Set String_Level = (00 + (String((Hero level of Save_HeroPlayer[(Player number of (Triggering player))])))) Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions And - All (Conditions) are true Conditions (Hero level of Save_HeroPlayer[(Player number of (Triggering player))]) Less than 100 (Hero level of Save_HeroPlayer[(Player number of (Triggering player))]) Greater than 9 Then - Actions Set String_Level = (0 + (String((Hero level of Save_HeroPlayer[(Player number of (Triggering player))])))) Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Hero level of Save_HeroPlayer[(Player number of (Triggering player))]) Greater than 99 Then - Actions Set String_Level = (String((Hero level of Save_HeroPlayer[(Player number of (Triggering player))]))) Else - Actions Set Save_EndPart[8] = (Integer((Substring(String_Level, 1, 1)))) Set Save_EndPart[9] = (Integer((Substring(String_Level, 2, 2)))) Set Save_EndPart[10] = (Integer((Substring(String_Level, 3, 3)))) -------- Save Account Name -------- For each (Integer A) from 1 to 69, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Substring((Name of (Triggering player)), 1, 1)) Equal to (Substring(String_AccountLetters, (Integer A), (Integer A))) Then - Actions Set Save_EndPart[11] = (Integer A) Else - Actions For each (Integer A) from 1 to 69, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Substring((Name of (Triggering player)), 2, 2)) Equal to (Substring(String_AccountLetters, (Integer A), (Integer A))) Then - Actions Set Save_EndPart[12] = (Integer A) Else - Actions For each (Integer A) from 1 to 69, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Substring((Name of (Triggering player)), 3, 3)) Equal to (Substring(String_AccountLetters, (Integer A), (Integer A))) Then - Actions Set Save_EndPart[13] = (Integer A) Else - Actions -------- Encrypt Integer Code -------- Set Save_EndPart[14] = (Random integer number between 1 and 3) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Save_EndPart[14] Equal to 1 Then - Actions Set Code_SaveCode = (Your Code is: + (Code_ItemCode01[Save_EndPart[1]] + (Code_ItemCode02[Save_EndPart[2]] + Code_ItemCode03[Save_EndPart[3]]))) Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[11], Save_EndPart[11]))) Set Code_SaveCode = (Code_SaveCode + (- + (Code_NumberCode01[Save_EndPart[8]] + (Code_NumberCode02[Save_EndPart[9]] + Code_NumberCode03[Save_EndPart[10]])))) Set Code_SaveCode = (Code_SaveCode + Code_HeroCode01[Save_EndPart[7]]) Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[12], Save_EndPart[12]))) Set Code_SaveCode = (Code_SaveCode + (- + (Code_ItemCode03[Save_EndPart[4]] + (Code_ItemCode02[Save_EndPart[5]] + Code_ItemCode01[Save_EndPart[6]])))) Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[13], Save_EndPart[13]))) Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Save_EndPart[14] Equal to 2 Then - Actions Set Code_SaveCode = (Your Code is: + (Code_ItemCode02[Save_EndPart[1]] + (Code_ItemCode03[Save_EndPart[2]] + Code_ItemCode01[Save_EndPart[3]]))) Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[11], Save_EndPart[11]))) Set Code_SaveCode = (Code_SaveCode + (- + (Code_NumberCode02[Save_EndPart[8]] + (Code_NumberCode01[Save_EndPart[9]] + Code_NumberCode02[Save_EndPart[10]])))) Set Code_SaveCode = (Code_SaveCode + Code_HeroCode02[Save_EndPart[7]]) Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[12], Save_EndPart[12]))) Set Code_SaveCode = (Code_SaveCode + (- + (Code_ItemCode01[Save_EndPart[4]] + (Code_ItemCode03[Save_EndPart[5]] + Code_ItemCode03[Save_EndPart[6]])))) Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[13], Save_EndPart[13]))) Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Save_EndPart[14] Equal to 3 Then - Actions Set Code_SaveCode = (Your Code is: + (Code_ItemCode03[Save_EndPart[1]] + (Code_ItemCode01[Save_EndPart[2]] + Code_ItemCode02[Save_EndPart[3]]))) Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[11], Save_EndPart[11]))) Set Code_SaveCode = (Code_SaveCode + (- + (Code_NumberCode03[Save_EndPart[8]] + (Code_NumberCode02[Save_EndPart[9]] + Code_NumberCode02[Save_EndPart[10]])))) Set Code_SaveCode = (Code_SaveCode + Code_HeroCode03[Save_EndPart[7]]) Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[12], Save_EndPart[12]))) Set Code_SaveCode = (Code_SaveCode + (- + (Code_ItemCode02[Save_EndPart[4]] + (Code_ItemCode03[Save_EndPart[5]] + Code_ItemCode01[Save_EndPart[6]])))) Set Code_SaveCode = (Code_SaveCode + (Substring(Code_AccountCode01, Save_EndPart[13], Save_EndPart[13]))) Else - Actions Cinematic - Clear the screen of text messages for (Player group((Triggering player))) Unit - Remove Save_HeroPlayer[(Player number of (Triggering player))] from the game Game - Display to (Player group((Triggering player))) for 300.00 seconds the text: (|cffffcc00 + Code_SaveCode)
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 Player - Player 11 (Dark Green) types a chat message containing -load as A substring Player - Player 12 (Brown) types a chat message containing -load as A substring Conditions Actions -------- Load Account code -------- For each (Integer A) from 1 to 69, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Substring((Entered chat string), 13, 13)) Equal to (Substring(Code_AccountCode01, (Integer A), (Integer A))) Then - Actions Set Load_EndPart[1] = (Integer A) Else - Actions For each (Integer A) from 1 to 69, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Substring((Entered chat string), 21, 21)) Equal to (Substring(Code_AccountCode01, (Integer A), (Integer A))) Then - Actions Set Load_EndPart[2] = (Integer A) Else - Actions For each (Integer A) from 1 to 69, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Substring((Entered chat string), 29, 29)) Equal to (Substring(Code_AccountCode01, (Integer A), (Integer A))) Then - Actions Set Load_EndPart[3] = (Integer A) Else - Actions -------- Load Hero -------- For each (Integer A) from 0 to 12, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions (Substring((Entered chat string), 18, 20)) Equal to Code_HeroCode01[(Integer A)] (Substring((Entered chat string), 18, 20)) Equal to Code_HeroCode02[(Integer A)] (Substring((Entered chat string), 18, 20)) Equal to Code_HeroCode03[(Integer A)] Then - Actions Set Load_EndPart[4] = (Integer A) Else - Actions -------- Load Levels -------- For each (Integer A) from 0 to 9, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions (Substring((Entered chat string), 15, 15)) Equal to Code_NumberCode01[(Integer A)] (Substring((Entered chat string), 15, 15)) Equal to Code_NumberCode02[(Integer A)] (Substring((Entered chat string), 15, 15)) Equal to Code_NumberCode03[(Integer A)] Then - Actions Set Load_EndPart[5] = ((Integer A) x 100) Else - Actions For each (Integer A) from 0 to 9, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions (Substring((Entered chat string), 16, 16)) Equal to Code_NumberCode01[(Integer A)] (Substring((Entered chat string), 16, 16)) Equal to Code_NumberCode02[(Integer A)] (Substring((Entered chat string), 16, 16)) Equal to Code_NumberCode03[(Integer A)] Then - Actions Set Load_EndPart[5] = (((Integer A) x 10) + Load_EndPart[5]) Else - Actions For each (Integer A) from 0 to 9, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions (Substring((Entered chat string), 17, 17)) Equal to Code_NumberCode01[(Integer A)] (Substring((Entered chat string), 17, 17)) Equal to Code_NumberCode02[(Integer A)] (Substring((Entered chat string), 17, 17)) Equal to Code_NumberCode03[(Integer A)] Then - Actions Set Load_EndPart[5] = (Load_EndPart[5] + (Integer A)) Else - Actions -------- Load Items -------- For each (Integer A) from 0 to 41, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions (Substring((Entered chat string), 7, ) Equal to Code_ItemCode01[(Integer A)] (Substring((Entered chat string), 7, ) Equal to Code_ItemCode02[(Integer A)] (Substring((Entered chat string), 7, ) Equal to Code_ItemCode03[(Integer A)] Then - Actions Set Load_EndPart[6] = (Integer A) Else - Actions For each (Integer A) from 0 to 41, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions (Substring((Entered chat string), 9, 10)) Equal to Code_ItemCode01[(Integer A)] (Substring((Entered chat string), 9, 10)) Equal to Code_ItemCode02[(Integer A)] (Substring((Entered chat string), 9, 10)) Equal to Code_ItemCode03[(Integer A)] Then - Actions Set Load_EndPart[7] = (Integer A) Else - Actions For each (Integer A) from 0 to 41, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions (Substring((Entered chat string), 11, 12)) Equal to Code_ItemCode01[(Integer A)] (Substring((Entered chat string), 11, 12)) Equal to Code_ItemCode02[(Integer A)] (Substring((Entered chat string), 11, 12)) Equal to Code_ItemCode03[(Integer A)] Then - Actions Set Load_EndPart[8] = (Integer A) Else - Actions For each (Integer A) from 0 to 41, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions (Substring((Entered chat string), 23, 24)) Equal to Code_ItemCode01[(Integer A)] (Substring((Entered chat string), 23, 24)) Equal to Code_ItemCode02[(Integer A)] (Substring((Entered chat string), 7, ) Equal to Code_ItemCode03[(Integer A)] Then - Actions Set Load_EndPart[9] = (Integer A) Else - Actions For each (Integer A) from 0 to 41, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions (Substring((Entered chat string), 25, 26)) Equal to Code_ItemCode01[(Integer A)] (Substring((Entered chat string), 25, 26)) Equal to Code_ItemCode02[(Integer A)] (Substring((Entered chat string), 25, 26)) Equal to Code_ItemCode03[(Integer A)] Then - Actions Set Load_EndPart[10] = (Integer A) Else - Actions For each (Integer A) from 0 to 41, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions (Substring((Entered chat string), 27, 2) Equal to Code_ItemCode01[(Integer A)] (Substring((Entered chat string), 27, 2) Equal to Code_ItemCode02[(Integer A)] (Substring((Entered chat string), 27, 2) Equal to Code_ItemCode03[(Integer A)] Then - Actions Set Load_EndPart[11] = (Integer A) Else - Actions -------- 1 Part - Check Account Name -------- If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions And - All (Conditions) are true Conditions (Substring(String_AccountLetters, Load_EndPart[1], Load_EndPart[1])) Equal to (Substring((Name of (Triggering player)), 1, 1)) (Substring(String_AccountLetters, Load_EndPart[2], Load_EndPart[2])) Equal to (Substring((Name of (Triggering player)), 2, 2)) (Substring(String_AccountLetters, Load_EndPart[3], Load_EndPart[3])) Equal to (Substring((Name of (Triggering player)), 3, 3)) Then - Actions Game - Display to (All players) the text: T Else - Actions Game - Display to (Player group((Triggering player))) the text: |cffFF0000*Warning*... Game - Display to (All players) the text: (|cffFF0000To All Players|r |cffffcc00- + ((Name of (Triggering player)) + has tried to load anothers code.)) Skip remaining actions -------- 2 Part - Create Heroes -------- Unit - Create 1 Save_HeroNumber[Load_EndPart[4]] for (Triggering player) at (Center of EZ01 Create Heroes <gen>) facing 90.00 degrees -------- 3 Part - Set Levels -------- Hero - Set (Last created unit) Hero-level to Load_EndPart[5], Hide level-up graphics -------- 4 Part - Create Items -------- Hero - Create Save_ItemType[Load_EndPart[6]] and give it to (Last created unit) Hero - Create Save_ItemType[Load_EndPart[7]] and give it to (Last created unit) Hero - Create Save_ItemType[Load_EndPart[8]] and give it to (Last created unit) Hero - Create Save_ItemType[Load_EndPart[9]] and give it to (Last created unit) Hero - Create Save_ItemType[Load_EndPart[10]] and give it to (Last created unit) Hero - Create Save_ItemType[Load_EndPart[11]] and give it to (Last created unit) Hero - Create Save_ItemType[Load_EndPart[12]] and give it to (Last created unit) -------- 5 Part - Set HeroPlayer Variables -------- Set Save_HeroPlayer[(Player number of (Triggering player))] = (Last created unit) Game - Display to (All players) the text: (String(Load_EndPart[6])) Set HeroStatsLoad[(Player number of (Triggering player))] = (Hero level of (Last created unit)) Player - Set (Triggering player) Current lumber to (HeroStatsLoad[(Player number of (Triggering player))] x 4)
There those are the save load triggers...... that u wanted that does the lv items and class... like i said it is very long. I think there is also some other save load codes done by others..... some of my friends help me with this one. but i think some people made save load on thsi site. i think emergenzy or somone made one. you can check tho hoped this helped...... BTW just read it and add ur code in for other things.....kk i think i may have also changed it for my rpg so u might not need some things any ways thats all of it hope it helps
Wow this will take some time Thank u so much for your and your friends time you guys put into this save/load code. I have already started on this code and hope to finish it And this did help
Wow this will take some time Thank u so much for your and your friends time you guys put into this save/load code. I have already started on this code and hope to finish it And this did help
You could use Vexorian's save / load system. Its extremely effecient, its easy to use (If you know how to read a readme), near impossible to crack, and you can save quests through a varible that the code stores.
could u give me a link to it? i might not use it as the_winner30030 tryed so hard to give me his.. but i just want a look and see how to add stuff into the code