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Asgard_Ragna
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Save/load System Pp_off10
Regist Date : 2006-01-20

Save/load System Empty Save/load System

Thu 23 Feb 2006, 21:27
I know its not as good as the Save/Load System in DotD but it works fine but now im tired of translate everything from german to english because that is much work. What the fuck ?!? The System was to big so i had to post it in more Categorys


Variables
Code:
boolhasWisp    True(12)    False
decEncryt    Integer    0
decoder1    String      -
decoder2    String      -
decoder3    String      -
decSwap    Integer    0
encoder1    String      -
encoder2    String      -
encoder3    String      -
integerCodeLength    Integer    0
Random1    Integer(12)    0
Random2    Integer(12)    0
stringASCII    String    abcdefghijklmnopqrstuvwxyz01
stringDigits    String    123456789abcdefghijklmnopqrstuvwxyz
stringEncrytArray    String(10)    -
stringSaveCodeArray    String(12)    -
stringSwapArray    String(10)    -
unitHeroArray    Unit(12)    -
integerPlayernameArray    Integer(12)    0         
integerHeroExpArray    Integer(12)    0

Code:
Map Initialization
    Event
        Map initialization
    Condition
    Aktionen
        Trigger - Run Set Variables <gen> (ignoring conditions)
        Trigger - Run Calculate Names <gen> (ignoring conditions)


Set Variables
    Event
    Condition
    Aktionen
        Set ingeterCodeLength = 11
        Set stringEncrytArray[0] = 2638145097
        Set stringEncrytArray[1] = 1493268750
        Set stringEncrytArray[2] = 6970325148
        Set stringEncrytArray[3] = 7081495236
        Set stringEncrytArray[4] = 4125670983
        Set stringEncrytArray[5] = 3869715402
        Set stringEncrytArray[6] = 9207836514
        Set stringEncrytArray[7] = 8714902365
        Set stringEncrytArray[8] = 0342589671
        Set stringEncrytArray[9] = 5287403916
        Set stringSwapArray[0] = 81a4236597b
        Set stringSwapArray[1] = 639541ab278
        Set stringSwapArray[2] = a19758b4632
        Set stringSwapArray[3] = 72b693854a1
        Set stringSwapArray[4] = 53681a7b924


Last edited by on Fri 24 Feb 2006, 13:08; edited 3 times in total
Asgard_Ragna
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Save/load System Empty Re: Save/load System

Thu 23 Feb 2006, 21:29
Code:
Set stringSwapArray[5] = 4251b9a6738
        Set stringSwapArray[6] = 9874b51a263
        Set stringSwapArray[7] = 276a3841b59
        Set stringSwapArray[8] = 4b38529a176
        Set stringSwapArray[9] = 7a5349b2618
        For each (Integer A) from 1 to 12, do (Actions)
            Schleifen - Aktionen
                Set Random1[(Integer A)] = (Random integer number between 0 and 9)
                Set Random2[(Integer A)] = (Random integer number between 0 and 9)

Calculate Names
    Event
    Condition
    Aktionen
        For each (Integer A) from 1 to (Length of (Name of (Picked player))), do (Actions)
            Schleifen - Aktionen
                For each (Integer B) from 1 to 39, do (Actions)
                    Schleifen - Aktionen
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            'IF'-Condition
                                (String((Substring((Name of (Picked player)), (Integer A), (Integer A)))) as Kleinschreibung) Gleich (Substring(stringASCII, (Integer B), (Integer B)))
                            'THEN'-Aktionen
                                Set integerPlayerNameArray[(Player number of (Picked player))] = (integerPlayerNameArray[(Player number of (Picked player))] + (Integer B))
                            'ELSE'-Aktionen


Save Command
    Ereignisse
        Player - Player 1 (Red) types a chat message containing -save as Exakte String
        Player - Player 2 (Blue) types a chat message containing -save as Exakte String
        Player - Player 3 (Bluegrey) types a chat message containing -save as Exakte String
        Player - Player 4 (Purple) types a chat message containing -save as Exakte String
        Player - Player 5 (Yellow) types a chat message containing -save as Exakte String
        Player - Player 6 (Orange) types a chat message containing -save as Exakte String
      Player - Player 7 (Green) types a chat message containing -save as Exakte String
        Player - Player 8 (Pink) types a chat message containing -save as Exakte String
        Player - Player 9 (Grey) types a chat message containing -save as Exakte String
        Player - Player 10 (Lightblue) types a chat message containing -save as Exakte String
        Player - Player 11 (Darkgreen) types a chat message containing -save as Exakte String
        Player - Player 12 (Brown) types a chat message containing -save as Exakte String
    Condition
    Aktionen
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-Condition
                (unitHeroArray[(Player number of (Triggering player))] is alive) Eqoual to True
            'THEN'-Aktionen
                Set integerHeroExpArray[(Player number of (Triggering player))] = (Hero experience of unitHeroArray[(Player number of (Triggering player))])
                Unit - Remove unitHeroArray[(Player number of (Triggering player))] from the game
                Trigger - Run Build part Name <gen> (ignoring conditions)
                Trigger - Run Build part Exp <gen> (ignoring conditions)
                Trigger - Run Encode Encrypt <gen> (ignoring conditions)
                Trigger - Run Encode Swap <gen> (ignoring conditions)
            'ELSE'-Aktionen
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Save/load System Empty Re: Save/load System

Thu 23 Feb 2006, 21:30
Code:
Build part Name
    Event
    Condition
    Aktionen
        Set encoder1 = <Empty String>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-Condition
                integerPlayerNameArray[(Player number of (Triggering player))] Kleiner als 10
            'THEN'-Aktionen
                Set encoder1 = (00 + (String(integerPlayerNameArray[(Player number of (Triggering player))])))
                Skip remaining actions
            'ELSE'-Aktionen
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-Condition
                integerPlayerNameArray[(Player number of (Triggering player))] Kleiner als 100
            'THEN'-Aktionen
                Set encoder1 = (0 + (String(integerPlayerNameArray[(Player number of (Triggering player))])))
                Skip remaining actions
            'ELSE'-Aktionen
        Set encoder1 = (String(integerPlayerNameArray[(Player number of (Triggering player))]))

Build part Exp
    Event
    Condition
    Aktionen
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-Condition
                integerHeroExpArray[(Player number of (Triggering player))] lesser as 10
            'THEN'-Aktionen
                Set encoder1 = (encoder1 + (000000 + (String(integerHeroExpArray[(Player number of (Triggering player))]))))
                Skip remaining actions
            'ELSE'-Aktionen
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-Condition
                integerHeroExpArray[(Player number of (Triggering player))] lesser as 100
            'THEN'-Aktionen
                Set encoder1 = (encoder1 + (00000 + (String(integerHeroExpArray[(Player number of (Triggering player))]))))
                Skip remaining actions
            'ELSE'-Aktionen
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-Condition
                integerHeroExpArray[(Player number of (Triggering player))] lesser as 1000
            'THEN'-Aktionen
                Set encoder1 = (encoder1 + (0000 + (String(integerHeroExpArray[(Player number of (Triggering player))]))))
                Skip remaining actions
            'ELSE'-Aktionen
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-Condition
                integerHeroExpArray[(Player number of (Triggering player))]  lesser as 10000
            'THEN'-Aktionen
                Set encoder1 = (encoder1 + (000 + (String(integerHeroExpArray[(Player number of (Triggering player))]))))
                Skip remaining actions
            'ELSE'-Aktionen
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-Condition
                integerHeroExpArray[(Player number of (Triggering player))] lesser as 100000
            'THEN'-Aktionen
                Set encoder1 = (encoder1 + (00 + (String(integerHeroExpArray[(Player number of (Triggering player))]))))
                Skip remaining actions
            'ELSE'-Aktionen
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-Condition
                integerHeroExpArray[(Player number of (Triggering player))] lesser as 1000000
            'THEN'-Aktionen
                Set encoder1 = (encoder1 + (0 + (String(integerHeroExpArray[(Player number of (Triggering player))]))))
                Skip remaining actions
            'ELSE'-Aktionen
        Set encoder1 = (encoder1 + (String(integerHeroExpArray[(Player number of (Triggering player))])))
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Save/load System Empty Re: Save/load System

Thu 23 Feb 2006, 21:32
Code:
Encode Encrypt
    Event
    Condition
    Aktionen
        Set encoder2 = <Empty String>
        For each (Integer A) from 1 to (ingeterCodeLength - 1), do (Actions)
            Schleifen - Aktionen
                For each (Integer B) from 1 to 10, do (Actions)
                    Schleifen - Aktionen
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            'IF'-Condition
                                (Substring(encoder1, (Integer A), (Integer A))) Gleich (Substring(stringEncrytArray[Random1[(Player number of (Triggering player))]], (Integer B), (Integer B)))
                            'THEN'-Aktionen
                                Set encoder2 = (encoder2 + (String(((Integer B) - 1))))
                            'ELSE'-Aktionen
        Set encoder2 = ((Substring(encoder2, 1, 4)) + ((String(Random1[(Player number of (Triggering player))])) + (Substring(encoder2, 5, 10))))

Encode Swap
    Event
    Condition
    Aktionen
        Set encoder3 = <Empty String>
        For each (Integer A) from 1 to ingeterCodeLength, do (Actions)
            Schleifen - Aktionen
                For each (Integer B) from 1 to ingeterCodeLength, do (Actions)
                    Schleifen - Aktionen
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            'IF'-Condition
                                (Substring(stringSwapArray[Random2[(Player number of (Triggering player))]], (Integer A), (Integer A))) Gleich (Substring(stringDigits, (Integer B), (Integer B)))
                            'THEN'-Aktionen
                                Set encoder3 = (encoder3 + (Substring(encoder2, (Integer B), (Integer B))))
                            'ELSE'-Aktionen
        Set encoder3 = ((Substring(encoder3, 1, 8)) + ((String(Random2[(Player number of (Triggering player))])) + (Substring(encoder3, 9, 11))))
        Set encoder3 = ((Substring(encoder3, 1, 4)) + (- + ((Substring(encoder3, 5, 8)) + (- + (Substring(encoder3, 9, 12))))))
        Set stringSaveCodeArray[(Player number of (Triggering player))] = encoder3
        Spiel - Display to (All players matching ((Matching player) Gleich (Triggering player))) for 900.00 seconds the text: (Your savecode is:  + encoder3)
        Spiel - Display to (All players matching ((Matching player) Gleich (Triggering player))) for 900.00 seconds the text: To test out your sa...

Save Command
    Ereignisse
        Player - Player 1 (Red) types a chat message containing -load as Exakte String
        Player - Player 2 (Blue) types a chat message containing -load as Exakte String
        Player - Player 3 (Bluegrey) types a chat message containing -load as Exakte String
        Player - Player 4 (purple) types a chat message containing -load as Exakte String
        Player - Player 5 (Yellow) types a chat message containing -load as Exakte String
        Player - Player 6 (Orange) types a chat message containing -load as Exakte String
        Player - Player 7 (Green) types a chat message containing -load as Exakte String
        Player - Player 8 (Pink) types a chat message containing -load as Exakte String
        Player - Player 9 (Grey) types a chat message containing -load as Exakte String
        Player - Player 10 (Lightblue) types a chat message containing -load as Exakte String
        Player - Player 11 (Darkgreen) types a chat message containing -load as Exakte String
        Player - Player 12 (Brown) types a chat message containing -load as Exakte String

Aktionen
    Trigger - Run Decode Swap <gen> (ignoring conditions)
    Trigger - Run Decode Encrypt <gen> (ignoring conditions)
    Trigger - Run Verify <gen> (ignoring conditions)
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Save/load System Empty Re: Save/load System

Thu 23 Feb 2006, 21:34
Code:
Decode Swap
    Event
    Condition
    Aktionen
        Set decoder1 = (Substring((Entered chat string), 7, 20))
        Set decoder1 = ((Substring(decoder1, 1, 4)) + ((Substring(decoder1, 6, 9)) + (Substring(decoder1, 11, 14))))
        Set decSwap = (Integer((Substring(decoder1, 9, 9))))
        Set decoder1 = ((Substring(decoder1, 1, 8)) + (Substring(decoder1, 10, 12)))
        Set decoder2 = <Leerer String>
        For each (Integer A) from 1 to ingeterCodeLength, do (Actions)
            Schleifen - Aktionen
                For each (Integer B) from 1 to ingeterCodeLength, do (Actions)
                    Schleifen - Aktionen
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            'IF'-Condition
                                (Substring(stringDigits, (Integer A), (Integer A))) Gleich (Substring(stringSwapArray[decSwap], (Integer B), (Integer B)))
                            'THEN'-Aktionen
                                Set decoder2 = (decoder2 + (Substring(decoder1, (Integer B), (Integer B))))
                            'ELSE'-Aktionen

Decode Encrypt
    Event
    Condition
    Aktionen
        Set decoder3 = <Empty String>
        Set decEncryt = (Integer((Substring(decoder2, 5, 5))))
        Set decoder2 = ((Substring(decoder2, 1, 4)) + (Substring(decoder2, 6, 11)))
        For each (Integer A) from 1 to (ingeterCodeLength - 1), do (Actions)
            Schleifen - Aktionen
                Set decoder3 = (decoder3 + (Substring(stringEncrytArray[decEncryt], ((Integer((Substring(decoder2, (Integer A), (Integer A))))) + 1), ((Integer((Substring(decoder2, (Integer A), (Integer A))))) + 1))))

Verify
    Event
    Condition
    Aktionen
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-Condition
                (Integer((Substring(decoder3, 1, 3)))) Gleich integerPlayerNameArray[(Player number of (Triggering player))]
            'THEN'-Aktionen
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    'IF'-Condition
                        boolHasWisp[(Player number of (Triggering player))] Equal to False
                    'THEN'-Aktionen
                        Unit - Create 1 Wisp for (Triggering player) at (Center of choosed Area <gen>) facing 270.00 degrees
                        Set boolHasWisp[(Player number of (Triggering player))] = True
                        Set integerHeroExpArray[(Player number of (Triggering player))] = (Integer((Substring(decoder3, 4, 10))))
                        Spiel - Display to (All players matching ((Matching player) Equal to (Triggering player))) for 30.00 seconds the text: Good code.
                    'ELSE'-Aktionen
                        Spiel - Display to (All players matching ((Matching player) Equal to (Triggering player))) for 30.00 seconds the text: Sorry, only one wisp per game
            'ELSE'-Aktionen
                Game - Display to (All players matching ((Matching player) Equal to (Triggering player))) for 30.00 seconds the text: Bad code.
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Save/load System Empty Re: Save/load System

Thu 23 Feb 2006, 21:35
Code:
New Command
    Event
        Player - Player 1 (Red) types a chat message containing -new as Exakte String
        Player - Player 2 (Blue) types a chat message containing -new as Exakte String
        Player - Player 3 (Bluegrey) types a chat message containing -new as Exakte String
        Player - Player 4 (Purple) types a chat message containing -new as Exakte String
        Player - Player 5 (Yellow) types a chat message containing -new as Exakte String
        Player - Player 6 (Orange) types a chat message containing -new as Exakte String       
        Player - Player 7 (Green) types a chat message containing -new as Exakte String
        Player - Player 8 (Pink) types a chat message containing -new as Exakte String
        Player - Player 9 (Grey) types a chat message containing -new as Exakte String
        Player - Player 10 (Lightblue) types a chat message containing -new as Exakte String
        Player - Player 11 (Darkgreen) types a chat message containing -new as Exakte String
        Player - Player 12 (Brown) types a chat message containing -new as Exakte String
    Condition
    Aktionen
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            'IF'-Condition
                boolHasWisp[(Player number of (Triggering player))] Gleich False
            'THEN'-Aktionen
                Unit - Create 1 Wisp for (Triggering player) at (Center of Choosen Area <gen>) facing 270.00 degrees
                Set boolHasWisp[(Player number of (Triggering player))] = True
            'ELSE'-Aktionen
                Game - Display to (All players matching ((Matching player) Equal to(Triggering player))) for 30.00 seconds the text: Sorry, only one wisp per game

Hero choose with Saved Exp.
    Event
        Unit - A unit enters Choosed Hero <gen>
    Condition
    Aktionen
        Set playerTemp = (Owner of (Triggering unit))
        Camera - Set the camera bounds for (Owner of (Triggering unit)) to (Entire map)
        Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Region 007 <gen>) over 1.00 seconds
        Unit - Create 1 Choosed Hero for (Owner of (Triggering unit)) at (Center of Choosed Area <gen>) facing 90.00 degrees
        Set unitHeroArray[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
        Hero - Set (Last created unit) experience to integerHeroExpArray[(Player number of (Triggering player))], Hide level-up graphics
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Save/load System Empty Re: Save/load System

Fri 24 Feb 2006, 07:36
Shocked oh if u done it great job.

study thats very long affraid
Asgard_Ragna
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Fri 24 Feb 2006, 13:06
Well Im sry cant do it smaller
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Save/load System Empty Re: Save/load System

Sat 25 Feb 2006, 16:15
really well done, asgard.i have to admit that this one seems more hacker secure than mine, gj. cheers


Last edited by on Sun 26 Feb 2006, 19:29; edited 1 time in total
Asgard_Ragna
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Sat 25 Feb 2006, 17:01
Smile Thx but why did you post this 3 times?
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Sun 26 Feb 2006, 19:27
posted 3 times ??? what u mean ? scratch
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Mon 27 Feb 2006, 01:23
^^ there is someone who deleted his messages xP
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Mon 27 Feb 2006, 16:11
uhm... ok dont know how this happened but sry then for double .... eh triple post Wink
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Fri 10 Mar 2006, 19:12
lol admin is near . he has corrected this triple post ^^
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Fri 10 Mar 2006, 21:34
lol!
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Wed 15 Mar 2006, 09:12
so? i never saw me triple posting scratch ... anyway... hm.... 26. Feb .... 10. Mar.... good reaction time sath I don\'t want that Mr. Green
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Sat 03 Feb 2007, 09:27
Soooo damn long! Brain hurts badly!!!
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Save/load System Empty Re: Save/load System

Sun 09 Sep 2007, 23:18
o.0 you know you can also do it in GUI.
Meh i will need this save/load system in my Survival Hill map.... the one it has currently doesn't work right....... -.-
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Save/load System Empty Re: Save/load System

Mon 10 Sep 2007, 12:21
That save/load system is in GUI.
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Save/load System Empty Re: Save/load System

Tue 11 Sep 2007, 15:58
Yup there is no jass in it.
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Save/load System Empty Re: Save/load System

Tue 11 Sep 2007, 23:05
I'm gonna try and break the protection on dotd some day to make some needed changes.
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Save/load System Empty Re: Save/load System

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