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SaveLoadInitialize Events Time - Elapsed game time is 0.10 seconds Conditions Actions -------- Need to load your number system in here, right now its 36 chars. -------- -------- Slot1=36 --------
-------- Slot2=1296 --------
-------- Slot2=1296 --------
------- Slot3=46656 --------
-------- Slot4=1679616 --------
-------- Slot5=60466176 --------
-------- I like making 0 the actual 0 for the unencrypted system. makes it easier to track stuff later. --------
Set SaveLoadCharacterSet = 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ
Set SaveLoadMaxCharacters = 36
-------- Need to load your encryption system in here, right now its 5 sets. Load code will get broken if you use a '-' in the Number system --------
Set SaveLoadEncryptionSet[1] = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
Set SaveLoadEncryptionSet[2] = GHIJKLMNOPQRSTUVWXYZ0123456789ABCDEF
Set SaveLoadEncryptionSet[3] = ABCDEFPQRSTUVWXYZ012345GHIJKLMNO6789
Set SaveLoadEncryptionSet[4] = ASTUVWXYBCJKLMNOPQRZ01234DFEGHI56789
Set SaveLoadEncryptionSet[5] = HIJKLABCDEVWXYZ0123FGM4567NOPQRSTU89
Set SaveLoadMaxEncryptionSets = 5
-------- Now time to populate the Number system. this loop will put the characters into an array which acts like a counting system from 0 till MaxChars --------
For each (Integer A) from 1 to SaveLoadMaxCharacters, do (Actions)
Loop - Actions
Set SaveLoadCharacterNumbers[((Integer A) - 1)] = (Substring(SaveLoadCharacterSet, (Integer A), (Integer A)))
-------- Make sure you calculate on paper how many numbers per the amount of slots you get from Characters, this will make it MUCH easier to do slot sizes --------
-------- Size of Levels to be saved for herolevel --------
Set SaveLoadSlotsHeroLevel = 2
-------- Load the Heroes into an array to make numbers out of them. --------
Set SaveLoadHeroesStored[1] = Paladin
Set SaveLoadHeroesStored[2] = Archmage
Set SaveLoadHeroesStored[3] = Mountain King
Set SaveLoadHeroesStored[4] = Blood Mage
Set SaveLoadMaxHeroesStored = 4
Set SaveLoadSlotsHero = 2
-------- Load the Items into an array to make numbers out of them. --------
Set SaveLoadItemsStored[1] = Dust of Appearance
Set SaveLoadItemsStored[2] = Minor Replenishment Potion
Set SaveLoadItemsStored[3] = Potion of Speed
Set SaveLoadItemsStored[4] = Ring of the Archmagi
Set SaveLoadItemsStored[5] = Cloak of Shadows
Set SaveLoadItemsStored[6] = Gauntlets of Ogre Strength +3
Set SaveLoadItemsStored[7] = Mantle of Intelligence +3
Set SaveLoadItemsStored[8] = Slippers of Agility +3
Set SaveLoadItemsStored[9] = Manual of Health
Set SaveLoadItemsStored[10] = Healing Salve
Set SaveLoadMaxItemsStored = 10
Set SaveLoadSlotsItem = 2
-------- Need to setup slots for Gold and Lumber, 4 chars will cover up to 1.6 mill with 36 chars --------
Set SaveLoadSlotsGold = 4
Set SaveLoadSlotsLumber = 4
-------- Set the Block Size, basically the amount of characters between dashes. --------
Set SaveLoadBlockSize = 4
-------- Set the Variables to be stored size, good time to setup your variable positions. --------
Set SaveLoadVariablesStored[1] = SaveLoadSlotsHero
Set SaveLoadVariablesStored[2] = SaveLoadSlotsHeroLevel
Set SaveLoadVariablesStored[3] = SaveLoadSlotsItem
Set SaveLoadVariablesStored[4] = SaveLoadSlotsItem
Set SaveLoadVariablesStored[5] = SaveLoadSlotsItem
Set SaveLoadVariablesStored[6] = SaveLoadSlotsItem
Set SaveLoadVariablesStored[7] = SaveLoadSlotsItem
Set SaveLoadVariablesStored[8] = SaveLoadSlotsItem
Set SaveLoadVariablesStored[9] = SaveLoadSlotsGold
Set SaveLoadVariablesStored[10] = SaveLoadSlotsLumber
-------- This variable stops players from loading again after they load the first time. --------
For each (Integer A) from 1 to 4, do (Actions) Loop - Actions Set SaveLoadHasLoaded[(Integer A)] = False
Добавлено (29-08-2009, 20:48)
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Code
SaveModuleSingle
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
-------- This PlayerGroup is so you can broadcast the correct player the message in the end. --------
Player Group - Add (Triggering player) to SaveLoadPlayerGroupFocus
-------- Decide how many variables the system will store --------
Set SaveLoadMaxVariablesStored = 10
-------- Default everything and load the basic stuff. Needs to happen each trigger activation or bad things happen. --------
Set SaveLoadChecksumChar = <Empty String>
Set SaveLoadEncryptedString = <Empty String>
Set SaveLoadEncryptionKey = <Empty String>
Set SaveLoadCheckSumInt = 0
Set SaveLoadPreEncryptionString = <Empty String>
Set SaveLoadFinalString = <Empty String>
For each (Integer A) from 1 to SaveLoadMaxCharacters, do (Actions)
Loop - Actions
Set SaveLoadEncryptionNumbers[((Integer A) - 1)] = <Empty String>
For each (Integer A) from 1 to SaveLoadMaxVariablesStored, do (Actions)
Loop - Actions
Set SaveLoadTempStrings[(Integer A)] = <Empty String>
-------- Setup the encryption for use. --------
Set SaveLoadEncryptionKeyInt = (Random integer number between 1 and SaveLoadMaxEncryptionSets)
Set SaveLoadEncryptionKey = SaveLoadCharacterNumbers[SaveLoadEncryptionKeyInt]
For each (Integer A) from 1 to SaveLoadMaxCharacters, do (Actions)
Loop - Actions
Set SaveLoadEncryptionNumbers[((Integer A) - 1)] = (Substring(SaveLoadEncryptionSet[SaveLoadEncryptionKeyInt], (Integer A), (Integer A)))
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadEncryptionKey
-------- Now to start converting things to save --------
-------- Final string will be Encryption+Hero+HeroLevel+ItemsX6+Gold+Lumber+Checksum --------
-------- Hero first --------
For each (Integer A) from 1 to SaveLoadMaxHeroesStored, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of SaveLoadPlayerHeroSingle[(Player number of (Triggering player))]) Equal to SaveLoadHeroesStored[(Integer A)]
Then - Actions
Set SaveLoadConversionInteger = (Integer A)
Else - Actions
Set SaveLoadPowerOfCurrent = (SaveLoadSlotsHero - 1)
For each (Integer A) from 1 to SaveLoadSlotsHero, do (Actions)
Loop - Actions
Set SaveLoadPowerOfMaxNumber = 1
For each (Integer <img rel="usm" src="http://www.warcraft3ft.info/image/smiles/cool.gif" border="0" align="absmiddle" alt="B)"> from (Integer A) to (SaveLoadSlotsHero - 1), do (Actions)
Loop - Actions
Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SaveLoadSlotsHero - (Integer A)) Greater than or equal to 1
Then - Actions
Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadPowerOfMaxNumber)
Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadPowerOfMaxNumber))
Set SaveLoadTempStrings[1] = (SaveLoadTempStrings[1] + SaveLoadCharacterNumbers[SaveLoadConversionDividedInt])
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SaveLoadSlotsHero - (Integer A)) Less than 1
Then - Actions
Set SaveLoadTempStrings[1] = (SaveLoadTempStrings[1] + SaveLoadCharacterNumbers[SaveLoadConversionRemainder])
Else - Actions
Set SaveLoadConversionInteger = SaveLoadConversionRemainder
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[1]
-------- now to create the string section for the hero level --------
Set SaveLoadConversionInteger = (Hero level of SaveLoadPlayerHeroSingle[(Player number of (Triggering player))])
Set SaveLoadPowerOfCurrent = (SaveLoadSlotsHeroLevel - 1)
For each (Integer A) from 1 to SaveLoadSlotsHeroLevel, do (Actions)
Loop - Actions
Set SaveLoadPowerOfMaxNumber = 1
For each (Integer <img rel="usm" src="http://www.warcraft3ft.info/image/smiles/cool.gif" border="0" align="absmiddle" alt="B)"> from (Integer A) to (SaveLoadSlotsHeroLevel - 1), do (Actions)
Loop - Actions
Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SaveLoadSlotsHeroLevel - (Integer A)) Greater than or equal to 1
Then - Actions
Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadPowerOfMaxNumber)
Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadPowerOfMaxNumber))
Set SaveLoadTempStrings[2] = (SaveLoadTempStrings[2] + SaveLoadCharacterNumbers[SaveLoadConversionDividedInt])
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SaveLoadSlotsHeroLevel - (Integer A)) Less than 1
Then - Actions
Set SaveLoadTempStrings[2] = (SaveLoadTempStrings[2] + SaveLoadCharacterNumbers[SaveLoadConversionRemainder])
Else - Actions
Set SaveLoadConversionInteger = SaveLoadConversionRemainder
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[2]
-------- Now the Items carried by hero --------
-------- Item Slot1-6 courtesy the loop C --------
Добавлено (29-08-2009, 20:48)
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Code
For each (Integer IntegerC) from 1 to 6, do (Actions)
Loop - Actions
Set SaveLoadConversionInteger = 0
For each (Integer A) from 1 to SaveLoadMaxItemsStored, 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 SaveLoadPlayerHeroSingle[(Player number of (Triggering player))] in slot IntegerC)) Equal to SaveLoadItemsStored[(Integer A)]
Then - Actions
Set SaveLoadConversionInteger = (Integer A)
Else - Actions
For each (Integer A) from 1 to SaveLoadSlotsItem, do (Actions)
Loop - Actions
Set SaveLoadPowerOfMaxNumber = 1
For each (Integer <img rel="usm" src="http://www.warcraft3ft.info/image/smiles/cool.gif" border="0" align="absmiddle" alt="B)"> from (Integer A) to (SaveLoadSlotsItem - 1), do (Actions)
Loop - Actions
Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SaveLoadSlotsItem - (Integer A)) Greater than or equal to 1
Then - Actions
Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadPowerOfMaxNumber)
Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadPowerOfMaxNumber))
Set SaveLoadTempStrings[(IntegerC + 2)] = (SaveLoadTempStrings[(IntegerC + 2)] + SaveLoadCharacterNumbers[SaveLoadConversionDividedInt])
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SaveLoadSlotsItem - (Integer A)) Less than 1
Then - Actions
Set SaveLoadTempStrings[(IntegerC + 2)] = (SaveLoadTempStrings[(IntegerC + 2)] + SaveLoadCharacterNumbers[SaveLoadConversionRemainder])
Else - Actions
Set SaveLoadConversionInteger = SaveLoadConversionRemainder
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[(IntegerC + 2)]
-------- Now to convert the Gold into the strings --------
Set SaveLoadConversionInteger = ((Triggering player) Current gold)
For each (Integer A) from 1 to SaveLoadSlotsGold, do (Actions)
Loop - Actions
Set SaveLoadPowerOfMaxNumber = 1
For each (Integer <img rel="usm" src="http://www.warcraft3ft.info/image/smiles/cool.gif" border="0" align="absmiddle" alt="B)"> from (Integer A) to (SaveLoadSlotsGold - 1), do (Actions)
Loop - Actions
Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SaveLoadSlotsGold - (Integer A)) Greater than or equal to 1
Then - Actions
Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadPowerOfMaxNumber)
Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadPowerOfMaxNumber))
Set SaveLoadTempStrings[9] = (SaveLoadTempStrings[9] + SaveLoadCharacterNumbers[SaveLoadConversionDividedInt])
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SaveLoadSlotsGold - (Integer A)) Less than 1
Then - Actions
Set SaveLoadTempStrings[9] = (SaveLoadTempStrings[9] + SaveLoadCharacterNumbers[SaveLoadConversionRemainder])
Else - Actions
Set SaveLoadConversionInteger = SaveLoadConversionRemainder
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[9]
-------- Now to convert the Lumber into the strings --------
Set SaveLoadConversionInteger = ((Triggering player) Current lumber)
For each (Integer A) from 1 to SaveLoadSlotsLumber, do (Actions)
Loop - Actions
Set SaveLoadPowerOfMaxNumber = 1
For each (Integer <img rel="usm" src="http://www.warcraft3ft.info/image/smiles/cool.gif" border="0" align="absmiddle" alt="B)"> from (Integer A) to (SaveLoadSlotsLumber - 1), do (Actions)
Loop - Actions
Set SaveLoadPowerOfMaxNumber = (SaveLoadPowerOfMaxNumber x SaveLoadMaxCharacters)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SaveLoadSlotsLumber - (Integer A)) Greater than or equal to 1
Then - Actions
Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadPowerOfMaxNumber)
Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadPowerOfMaxNumber))
Set SaveLoadTempStrings[10] = (SaveLoadTempStrings[10] + SaveLoadCharacterNumbers[SaveLoadConversionDividedInt])
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SaveLoadSlotsLumber - (Integer A)) Less than 1
Then - Actions
Set SaveLoadTempStrings[10] = (SaveLoadTempStrings[10] + SaveLoadCharacterNumbers[SaveLoadConversionRemainder])
Else - Actions
Set SaveLoadConversionInteger = SaveLoadConversionRemainder
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[10]
-------- Now to combine the current finished strings. --------
For each (Integer A) from 1 to SaveLoadMaxVariablesStored, do (Actions)
Loop - Actions
Set SaveLoadPreEncryptionString = (SaveLoadPreEncryptionString + SaveLoadTempStrings[(Integer A)])
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadPreEncryptionString
-------- Now to create a checksum for security, there are many ways to create this number. We will use the previous variables since its easy. --------
Set SaveLoadCheckSumInt = 0
For each (Integer A) from 1 to (Length of SaveLoadPreEncryptionString), do (Actions)
Loop - Actions
For each (Integer <img rel="usm" src="http://www.warcraft3ft.info/image/smiles/cool.gif" border="0" align="absmiddle" alt="B)"> from 0 to (SaveLoadMaxCharacters - 1), do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring(SaveLoadPreEncryptionString, (Integer A), (Integer A))) Equal to SaveLoadCharacterNumbers[(Integer B)]
Then - Actions
Set SaveLoadCheckSumInt = (SaveLoadCheckSumInt + (Integer B))
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (String(SaveLoadCheckSumInt))
Else - Actions
Set SaveLoadConversionInteger = SaveLoadCheckSumInt
Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadMaxCharacters)
Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadMaxCharacters))
Set SaveLoadChecksumChar = SaveLoadCharacterNumbers[SaveLoadConversionRemainder]
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadChecksumChar
-------- Now we have all the characters ready to combine and encrypt fully, then package it pretty. --------
-------- This will convert the characters to the encrypted data set. It will also place a '-' every specified number of characters. --------
Set SaveLoadPreEncryptionString = (SaveLoadPreEncryptionString + SaveLoadChecksumChar)
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadPreEncryptionString
For each (Integer A) from 1 to (Length of SaveLoadPreEncryptionString), do (Actions)
Loop - Actions
For each (Integer <img rel="usm" src="http://www.warcraft3ft.info/image/smiles/cool.gif" border="0" align="absmiddle" alt="B)"> from 0 to (SaveLoadMaxCharacters - 1), do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring(SaveLoadPreEncryptionString, (Integer A), (Integer A))) Equal to SaveLoadCharacterNumbers[(Integer B)]
Then - Actions
Set SaveLoadEncryptedString = (SaveLoadEncryptedString + SaveLoadEncryptionNumbers[(Integer B)])
Else - Actions
Set SaveLoadConversionInteger = (Integer A)
Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadBlockSize)
Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadBlockSize))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SaveLoadConversionRemainder Less than or equal to 0
Then - Actions
Set SaveLoadEncryptedString = (SaveLoadEncryptedString + -)
Else - Actions
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadEncryptedString
-------- Now for the final string, which will be the unencrypted key, and the rest of the encrypted information --------
Set SaveLoadFinalString = ((SaveLoadEncryptionKey + -) + SaveLoadEncryptedString)
-------- And now to broadcast all the hard work --------
Game - Display to SaveLoadPlayerGroupFocus for 300.00 seconds the text: SaveLoadFinalString
Player Group - Remove all players from SaveLoadPlayerGroupFocus
Добавлено (29-08-2009, 20:49)
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Code
LoadModuleSingle
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, 5)) Equal to -load
Actions
-------- This PlayerGroup is so you can broadcast the correct player the message in the end. --------
Player Group - Add (Triggering player) to SaveLoadPlayerGroupFocus
-------- This will confirm if the player has loaded before since last reset. --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SaveLoadHasLoaded[(Player number of (Triggering player))] Equal to True
Then - Actions
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: You have loaded you...
Else - Actions
-------- Decide how many variables the system will store --------
Set SaveLoadMaxVariablesStored = 10
-------- Default everything and load the basic stuff. Needs to happen each trigger activation or bad things happen. --------
Set SaveLoadTriggerErrored = False
Set SaveLoadChecksumChar = <Empty String>
Set SaveLoadEncryptedString = <Empty String>
Set SaveLoadEncryptionKey = <Empty String>
Set SaveLoadPreEncryptionString = <Empty String>
Set SaveLoadFinalString = <Empty String>
Set SaveLoadEncryptionKeyInt = 0
For each (Integer A) from 1 to SaveLoadMaxCharacters, do (Actions)
Loop - Actions
Set SaveLoadEncryptionNumbers[((Integer A) - 1)] = <Empty String>
For each (Integer A) from 1 to SaveLoadMaxVariablesStored, do (Actions)
Loop - Actions
Set SaveLoadTempStrings[(Integer A)] = <Empty String>
-------- Now we need to pick up our load code from the message --------
Set SaveLoadFinalString = (String((Substring((Entered chat string), 7, (Length of (Entered chat string))))) as Upper case)
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadFinalString
-------- Now we need to break the string into 2 parts, Encryption set number and encrypted string --------
Set SaveLoadEncryptionKey = (Substring(SaveLoadFinalString, 1, 1))
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadEncryptionKey
Set SaveLoadEncryptedString = (Substring(SaveLoadFinalString, 2, (Length of SaveLoadFinalString)))
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadEncryptedString
-------- Setup the encryption for use. --------
For each (Integer A) from 0 to (SaveLoadMaxCharacters - 1), do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SaveLoadEncryptionKey Equal to SaveLoadCharacterNumbers[(Integer A)]
Then - Actions
Set SaveLoadEncryptionKeyInt = (Integer A)
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (String(SaveLoadEncryptionKeyInt))
Else - Actions
For each (Integer A) from 1 to SaveLoadMaxCharacters, do (Actions)
Loop - Actions
Set SaveLoadEncryptionNumbers[((Integer A) - 1)] = (Substring(SaveLoadEncryptionSet[SaveLoadEncryptionKeyInt], (Integer A), (Integer A)))
-------- Now to Decrypt the Encrypted Section and remove the Dashes --------
Set SaveLoadPreEncryptionString = <Empty String>
For each (Integer A) from 1 to (Length of SaveLoadEncryptedString), do (Actions)
Loop - Actions
For each (Integer <img rel="usm" src="http://www.warcraft3ft.info/image/smiles/cool.gif" border="0" align="absmiddle" alt="B)"> from 0 to (SaveLoadMaxCharacters - 1), do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring(SaveLoadEncryptedString, (Integer A), (Integer A))) Equal to SaveLoadEncryptionNumbers[(Integer B)]
Then - Actions
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadCharacterNumbers[(Integer B)]
Set SaveLoadPreEncryptionString = (SaveLoadPreEncryptionString + SaveLoadCharacterNumbers[(Integer B)])
Else - Actions
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadPreEncryptionString
-------- Now to seperate the strings out before reading --------
-------- Workaround for a bug involving String length being used twice in an action. --------
Set IntegerC = (Length of SaveLoadPreEncryptionString)
Set SaveLoadChecksumChar = (String((Substring(SaveLoadPreEncryptionString, IntegerC, IntegerC))) as Upper case)
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (SaveLoadChecksumChar + = From Load)
Set SaveLoadPreEncryptionString = (Substring(SaveLoadPreEncryptionString, 1, ((Length of SaveLoadPreEncryptionString) - 1)))
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadPreEncryptionString
-------- Verify the Checksum to prove the code is correct. 1:MaxChars chance of being an error that would allow code to process. --------
Set SaveLoadCheckSumInt = 0
For each (Integer A) from 1 to (Length of SaveLoadPreEncryptionString), do (Actions)
Loop - Actions
For each (Integer <img rel="usm" src="http://www.warcraft3ft.info/image/smiles/cool.gif" border="0" align="absmiddle" alt="B)"> from 0 to (SaveLoadMaxCharacters - 1), do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring(SaveLoadPreEncryptionString, (Integer A), (Integer A))) Equal to SaveLoadCharacterNumbers[(Integer B)]
Then - Actions
Set SaveLoadCheckSumInt = (SaveLoadCheckSumInt + (Integer B))
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (String(SaveLoadCheckSumInt))
Else - Actions
Set SaveLoadConversionInteger = SaveLoadCheckSumInt
Set SaveLoadConversionDividedInt = (SaveLoadConversionInteger / SaveLoadMaxCharacters)
Set SaveLoadConversionRemainder = (SaveLoadConversionInteger - (SaveLoadConversionDividedInt x SaveLoadMaxCharacters))
Set SaveLoadChecksumCharCompare = SaveLoadCharacterNumbers[SaveLoadConversionRemainder]
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: (SaveLoadChecksumCharCompare + = Compare)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SaveLoadChecksumChar Not equal to SaveLoadChecksumCharCompare
Then - Actions
Game - Display to SaveLoadPlayerGroupFocus the text: Either your code is...
Set SaveLoadTriggerErrored = True
Else - Actions
Добавлено (29-08-2009, 20:49)
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Code
-------- This IF is to make sure once they fail the checksum they cannot continue through the trigger. --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SaveLoadHasLoaded[(Player number of (Triggering player))] Equal to False
SaveLoadTriggerErrored Equal to False
Then - Actions
-------- Need to break each part of the String apart to each variable stored. --------
Set IntegerC = 1
-------- First the hero type --------
Set SaveLoadTempStrings[1] = (Substring(SaveLoadPreEncryptionString, IntegerC, (IntegerC + (SaveLoadSlotsHero - 1))))
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[1]
Set IntegerC = (IntegerC + SaveLoadSlotsHero)
-------- Now the Hero level --------
Set SaveLoadTempStrings[2] = (Substring(SaveLoadPreEncryptionString, IntegerC, (IntegerC + (SaveLoadSlotsHeroLevel - 1))))
Game - Display to SaveLoadPlayerGroupFocus for 30.00 seconds the text: SaveLoadTempStrings[2]
Set IntegerC = (IntegerC + SaveLoadSlotsHeroLevel)