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Staredit Network -> UMS Assistance -> Im Sure Every Noob Wants The Answer To This Q:
Report, edit, etc...Posted by Leingod on 2005-10-10 at 23:22:02
Save and Load System.....Basic Question....How To Do It?
everyone who doesnt know, im sure, is wanting to know. So please tell me....SEND ME A PM (PERSONAL MESSAGE) IF YOU HAVE THE ANSWER PLEASE- THANK YOU wink.gif
Report, edit, etc...Posted by Sniper on 2005-10-10 at 23:37:56
Are not allowed to post here?
The save/load system is just using passwords and codes. Not hard to create, but hard to remember.
Report, edit, etc...Posted by fishgold on 2005-10-10 at 23:44:54
QUOTE(Leingod @ Oct 11 2005, 03:22 PM)
Save and Load System.....Basic Question....How To Do It?
everyone who doesnt know, im sure, is wanting to know. So please tell me....SEND ME A PM (PERSONAL MESSAGE) IF YOU HAVE THE ANSWER PLEASE- THANK YOU wink.gif
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You must be talking about Save/Load system in Xuru RPG, right? I can give you some concepts.

If your hero is at level 15, and you want to quit the game then system will tell you to put 15 next time.

But if that happens, you know putting 30 will automatically give you 30 level hero, right? In order to hide information from player, mapmaker need to encrypte the value, so that player can't easily know which data represent what value. But also, mapmaker need to compress the data if possible. Because if there are so many values to be loaded, then player should remember many data. This is all I can tell you. Sorry. smile.gif
Report, edit, etc...Posted by Zeph on 2005-10-11 at 09:52:51
Is there a tutorial for it? xD
Report, edit, etc...Posted by LegacyWeapon on 2005-10-11 at 14:56:23
Not yet but I'm pretty sure everyone should understand how to input and output data in a map...
Report, edit, etc...Posted by Toothfariy on 2005-10-11 at 15:55:04
ok i think im getin what ur sayin. like save points? thats easy

the answer is switches. and lots of them.

ok here what i did on my map:

Trigger
Players:
¤ all
Conditions:
¤ Bring one Hero to 'location'.
Actions:
¤ set '1st save point'


Trigger
Players:
¤ all
Conditions:
¤ Kill's # of unit's
Actions:
¤ set 'level up 10'


Trigger
Players:
¤ all
Conditions:
¤ Current player commands 0 Hero
¤ Switch 'level up 10' is set
¤ Switch '1st save point is set'
Actions:
¤ Create one Hero for playerwhoownshero with propties @ 1st save point
¤ perserve trigger


im not sure thats exactly what you want but it works. if u wanted to like save the game then join it later then lol thats easy, but u need all the people in the game who were in it before. then you have to make the saved.

or are u talking about saveing a char and then usein another for a while then switchin again?


Report, edit, etc...Posted by Urmom(U) on 2005-10-11 at 16:04:58
I've got it! If you are the host then you go Press F10. Then you go to save game and another window will pop up! This one will ask for you to name the saved game. The loading part is more difficult. You must go to battle.net and Create a game. But wait! You have to find the folder Saved Games and find the file you saved it as and then play it from there. Or, you can have many different save points. Like when you get to a certain part of the storyline, you can set a death to a certain value. Then when they save it, you can have a trigger for that value to give the code out. Then you can do something like that for every aspect of the game. For the ore and gas you can have something to subtract 1 ore and add a death over and over and then use the numeric value. Then you can give approximate values back.
Report, edit, etc...Posted by Toothfariy on 2005-10-11 at 16:08:07
u basicly summerized what i said to do....
Report, edit, etc...Posted by Neiji on 2005-10-11 at 16:22:36
You know, he's talking about THE NORMAL WAY TO SAVE A FRICKIN GAME!
Report, edit, etc...Posted by PCFredZ on 2005-10-11 at 17:42:43
Very basic ways to encrypt stuff are easily doable. However, this will mean that you cannot do a system where more units ADD to a level (because obviously people will just put more units on), but instead a specific combination represents an exact level.

ADDITION:
QUOTE(Neiji @ Oct 11 2005, 04:22 PM)
You know, he's talking about THE NORMAL WAY TO SAVE A FRICKIN GAME!
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Read his quote: "Save and Load System.....Basic Question....How To Do It? everyone who doesnt know, im sure, is wanting to know." It doesn't specify if he's asking about the "normal way", so in context (this forum being MMA) you should have been able to realize he meant a way intra-map.
Report, edit, etc...Posted by I-X-King-X-I on 2005-10-11 at 17:46:16
im not exactly sure, but i think it just depends on how far or what your character has done..

i always thought it was done with switches...

like if switch 1 is set (if you did some quest..) and stuff like that...give you this password to restart and stuff
Report, edit, etc...Posted by Urmom(U) on 2005-10-11 at 21:41:00
QUOTE(Toothfariy @ Oct 11 2005, 04:08 PM)
u basicly summerized what i said to do....
[right][snapback]331527[/snapback][/right]

Not really, he's talking about how to make it so that if you leave the game and create a new one, you can punch in a code and start off from the last place.
Report, edit, etc...Posted by Leingod on 2005-10-11 at 21:48:41
all of you are just not getting this..well a couple of you are...anyway. I wanna know how he made a code for every single EXP point (is that even what he did?) that the unit received. im sure it would be easier if you had a battle with MANY weak units, then got the EXP. then had a fight with one strong unit, giveing the same amount of EXP. if so, then setiing the switches would be easy

-player has earned XXXX amount of EXP
(or what ever the trigger is)

But im not sure that this was how it was done in Xuru...So basically I want to have a Save/Load system thats just like Xuru RPG, no different..
wink.gif
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-10-11 at 22:42:46
He did it per level, not per experience point. You have no idea how many codes it would take for each individual exp point.
-----
Anyways, in non-trigger form, this is how you do Xuru:
1)When a character goes up a level, add one death count to some obscure unit.
2)When the character save&exits, use the condition "if current player has x deaths of some unit" and give the action to have it display a code.
3) You can repeat exactly like that with different conditions, such as "If current player has at least 100 minerals"&"If current player has at most 200 minerals" for a gold code.

Unfortunately, if you don't give codes SPECIFIC to the character, people can mixnmatch codes and give any of the characters any level they want. That is the main downside of Xuru.
Report, edit, etc...Posted by Fwop_ on 2005-10-11 at 23:46:09
QUOTE(Mr.Kirbycode774 @ Oct 11 2005, 08:42 PM)
He did it per level, not per experience point.  You have no idea how many codes it would take for each individual exp point.
-----
Anyways, in non-trigger form, this is how you do Xuru:
1)When a character goes up a level, add one death count to some obscure unit.
2)When the character save&exits, use the condition "if current player has x deaths of some unit" and give the action to have it display a code.
3) You can repeat exactly like that with different conditions, such as "If current player has at least 100 minerals"&"If current player has at most 200 minerals" for a gold code.

Unfortunately, if you don't give codes SPECIFIC to the character, people can mixnmatch codes and give any of the characters any level they want.  That is the main downside of Xuru.
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Actually, if you use a binary countoff, you can do exact XP with just few triggers.

XP is at Least 1024 (2^10), Add 1024 Counter
XP is at Least 512 (2^9), Add 512 Counter
...
XP is at Least 2 (2^1), Add 2 Counter
XP is at Least 1 (2^0), Add 1 Counter

It can take a while, but it will save exact xp, and you have to have a way for it to show how much it is, knowing hex also helps so you could find other ways with less triggers to do it.

There isn't any real specific way to do save/load triggers, just have to improvise.
Report, edit, etc...Posted by Toothfariy on 2005-10-12 at 15:48:16
DID ANYONE BOTHER TO READ MY EXPLAIATION?? gosh i explained everything you guys said in it...
Report, edit, etc...Posted by Fwop_ on 2005-10-12 at 17:37:59
your way is pretty inefficient. and uses an enourmous amount of switches and would be very limiting
Report, edit, etc...Posted by Toothfariy on 2005-10-12 at 19:44:35
im sure you got a brighter idea...

the only way is to use switches. i've used this in a map and it was highly successful except i had to do 60 save's so it took quite some time. but it indeed is flawless. biggrin.gif
Report, edit, etc...Posted by Fwop_ on 2005-10-12 at 19:55:48
Swithces is not the only way, there many ways to do a feature like this, and yes I do have a brighter way. It works with the binary countoff and supports more than just levels of a hero.
Report, edit, etc...Posted by Toothfariy on 2005-10-12 at 19:57:45
elaborate... please
Report, edit, etc...Posted by Fwop_ on 2005-10-12 at 20:30:58
Ok.

It uses base 20, giving me more possibilites. I use a system where you can punch in characters and have them displayed on the minimap. (As on the Screenshot)

user posted image

Each character represents something and some work with each other. 5 are for Exp, 3 are for Minerals, and the other 8 are for things in my map. The Exp are converted to the base 20 form and are displayed.

Using the binary countoff makes it so it will convert it all in one trigger cycle.

So if I have 123,456 Exp, Converting that to my base 20 form will give, 0F8CG (Saving). With that I can also easily convert it back (Loading) by doing another binary countoff.

I can also do this with any of the other segments, I just have to change what they are being converted to. This can take quite a few triggers but it is very effective and stores the exact amount of anything, not just a generic, rounded number.

I know it may be hard to understand, but there is just lots to it, and I don't have the time to type it all out. If you want me to show how it works, I will show you, just whisper Fwop_ on east and I can show how it works a little better.
Report, edit, etc...Posted by in_a_biskit on 2005-10-12 at 23:54:41
I guess the hardest thing about that system is to stop people from entering "IIIIII...I" and getting the highest level hero and heaps of minerals and so on.
Report, edit, etc...Posted by Fwop_ on 2005-10-13 at 00:03:08
You can scramble up values so it wouldn't just be IIIIIII and you can also put restrictions so you could tell if they user inputted an impossible code.
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-10-13 at 00:04:12
QUOTE(Fwop_ @ Oct 12 2005, 05:30 PM)
So if I have 123,456 Exp, Converting that to my base 20 form will give, 0F8CG (Saving).  With that I can also easily convert it back (Loading) by doing another binary countoff.

Fwop_, wouldn't you need over 10,000 triggers with each condition having "if this person entered this code", or did you invent some trigger function that automatically simplifies thousands of XP to the exact amount by the passowrd? That's the reason I was saying "you need a bazillion triggers".

Secondly, you have it that EVERY CODE will work, no matter what you put in! If you have a base 2 system that counts off every exp from 1-63, then no matter what passcode you put in (if using men accordingly to base 2 on the beacons), you'll get some random amount of exp from 1-63!
Report, edit, etc...Posted by Staredit.Net Essence on 2005-10-13 at 01:29:10
Just do it the same way you would in wc3. It is a bunch of random values. 1st you get a #. The longer the better. We'll use 00 00 (00 00 00) for now. The 1st part 00 would be the Unit ID. The second part 00 would be the level. The 3rd part 00 00 00 would be a random Digit. that would corrospond with the persons first 3 letters of the name. I'll write a tutorial as soon as I check this with one of my wc3 maps. Then I'll put a list of triggers and such in the tutorial.
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