| Meh.. i sent Vex a PM with the script and triggers.. but w/e, heres the stuff..
The system that the Save/Load is based off of..
 JASS:
function ASLinit takes nothing returns nothing
local integer a = 1
local integer b = 1
local string c = ""
set udg_SL_MaxSaves = 100
set udg_SL_CharSet = "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890abcdefghijklmnopqrstuvwxyz$#"
set udg_SL_CharSpec = "@?&! _"
set udg_SL_Color[1] = "16D116"
set udg_SL_ColorStart[1] = "A"
set udg_SL_Color[2] = "E6E700"
set udg_SL_ColorStart[2] = "1"
set udg_SL_Color[3] = "C8C8C8"
set udg_SL_ColorStart[3] = "a"
set udg_SL_Color[4] = "0068DE"
set udg_SL_ColorStart[4] = "$"
set udg_SL_Random[1] = 0
set udg_SL_Random[2] = 0
set udg_SL_Random[3] = 0
set udg_SL_Random[4] = 0
set udg_SL_Random[5] = 0
set udg_SL_Random[6] = 0
set udg_SL_Random[7] = 0
set udg_SL_Random[8] = 0
set udg_SL_Random[9] = 0
set udg_SL_Random[10] = 0
set udg_SL_Use_BooStuffer = true
set udg_SL_Use_Pimper = true
set udg_SL_Base = 32
set udg_SL_Base2 = 64
set udg_SL_BinSet = "111110111001000101001101011000001111"
set udg_SL_Q = "This map makes use of Apple's Save/Load "
set udg_SL_Q = udg_SL_Q + "|c0000E700HTTP://WWW.POLLAMA.COM|r"
set udg_SL_Chars = StringLength(udg_SL_CharSet)
loop
if ( SubString(udg_SL_CharSet, a-1, a) == udg_SL_ColorStart[b] ) then
if udg_SL_Color[b] != "" then
set c = ("|c00" + udg_SL_Color[b])
else
set c = ""
endif
set b = b + 1
endif
set udg_SL_ColorChar[a] = c
exitwhen a >= udg_SL_Chars
set a = a + 1
endloop
set udg_SL_Max = 31
set udg_SL_Powers[1] = 1
set udg_SL_Powers[2] = 2
set udg_SL_Powers[3] = 4
set udg_SL_Powers[4] = 8
set udg_SL_Powers[5] = 16
set udg_SL_Powers[6] = 32
set udg_SL_Powers[7] = 64
set udg_SL_Powers[8] = 128
set udg_SL_Powers[9] = 256
set udg_SL_Powers[10] = 512
set udg_SL_Powers[11] = 1024
set udg_SL_Powers[12] = 2048
set udg_SL_Powers[13] = 4096
set udg_SL_Powers[14] = 8192
set udg_SL_Powers[15] = 16384
set udg_SL_Powers[16] = 32768
set udg_SL_Powers[17] = 65536
set udg_SL_Powers[18] = 131072
set udg_SL_Powers[19] = 262144
set udg_SL_Powers[20] = 524288
set udg_SL_Powers[21] = 1048576
set udg_SL_Powers[22] = 2097152
set udg_SL_Powers[23] = 4194304
set udg_SL_Powers[24] = 8388608
set udg_SL_Powers[25] = 16777216
set udg_SL_Powers[26] = 33554432
set udg_SL_Powers[27] = 67108864
set udg_SL_Powers[28] = 134217728
set udg_SL_Powers[29] = 268435456
set udg_SL_Powers[30] = 536870912
set udg_SL_Powers[31] = 1000000000
set udg_Save_Name[1] = null
set udg_Code_Name[1] = null
endfunction
function Switch takes nothing returns nothing
if ( udg_SL_Qb == false ) then
call DisplayTimedTextToForce( GetPlayersAll(), 50.00, udg_SL_Q )
set udg_SL_Qb = true
endif
endfunction
function SaveCode takes string c returns string
local integer xi = 0
local integer xi2 = 0
local integer xi3 = 0
local integer ci = 1
local integer a = 1
local integer a2 = 0
local integer b = 0
local integer b2 = 0
local string result = ""
local string xs = ""
local string xs2 = ""
set c = StringCase( c, false)
loop
if ( udg_Code_Name[ci] == c ) then
exitwhen true
else
if ( udg_Code_Name[ci] == null ) then
return "nocode"
else
set ci = ci + 1
endif
endif
endloop
set a2 = udg_Code_Saves[ci]
if ( a2 <= 0 ) then
set result = "nosaves"
return result
endif
loop
set xi3 = ( a + ( udg_SL_MaxSaves * (ci - 1)))
set xi = udg_Save_Val[xi3]
set xi2 = udg_Save_Max[xi3]
set b = udg_Save_Space[xi3]
if ( udg_SL_Use_BooStuffer == true ) then
if ( xi2 <= ( udg_SL_Powers[b] - xi2 ) ) then
if ( xs != "" ) then
if ( SubString( xs, 0, 1 ) == "1" ) then
set xi = ( xi + xi2 )
endif
set xs = SubString( xs, 1, StringLength(xs) )
else
endif
endif
endif
loop
if ( xi >= udg_SL_Powers[b] ) then
set xi = ( xi - udg_SL_Powers[b] )
set xs = ( "1" + xs )
else
set xs = ( "0" + xs )
endif
exitwhen ( b <= 1 )
set b = ( b - 1 )
endloop
exitwhen a == a2
set a = ( a + 1 )
endloop
call Switch()
set b = 1
set xi3 = 0
loop
if ( StringLength(xs) < 5 ) then
set xs2 = xs
set xs = ""
loop
if ( StringLength(xs2) != 5 ) then
set xs2 = ( xs2 + "0" )
set xi3 = xi3 + 1
else
exitwhen true
endif
endloop
else
set xs2 = SubString( xs, 0, 5)
set xs = SubString( xs, 5, StringLength(xs) )
endif
loop
if ( xs2 == SubString( udg_SL_BinSet, b-1, (b+4)) ) then
if ( udg_SL_Use_BooStuffer == true ) then
if (b <= (udg_SL_Chars - udg_SL_Base)) then
if ( xs != "" ) then
if SubString( xs, 0, 1) == "1" then
set b = (b + udg_SL_Base)
endif
set xs = SubString( xs, 1, StringLength(xs))
if (b <= (udg_SL_Chars - udg_SL_Base2)) then
if ( xs != "" ) then
if SubString( xs, 0, 1) == "1" then
set b = (b + udg_SL_Base2)
endif
set xs = SubString( xs, 1, StringLength(xs))
else
endif
endif
else
endif
endif
endif
if ( udg_SL_Use_Pimper == true ) then
set result = ( result + ( udg_SL_ColorChar[b] + ( SubString( udg_SL_CharSet, b-1, b ) + "|r" )) )
else
set result = ( result + SubString( udg_SL_CharSet, b-1, b ) )
endif
exitwhen true
endif
set b = ( b + 1 )
endloop
exitwhen ( xs == "" )
set b = 1
set xs2 = ""
endloop
if ( xi3 > 0 ) then
endif
return result
endfunction
function LoadCode takes string c, string result returns nothing
local integer xi = 0
local integer xi2 = 0
local integer xi3 = 0
local integer ci = 1
local integer a = 1
local integer a2 = StringLength(result)
local integer b = 1
local integer b2 = StringLength(udg_SL_CharSet)
local string xs = ""
local string xs2 = ""
local string extra = ""
set c = StringCase( c, false)
loop
if ( udg_Code_Name[ci] == c ) then
exitwhen true
else
if ( udg_Code_Name[ci] == null ) then
return
else
set ci = ci + 1
endif
endif
endloop
if ( udg_Code_Saves[ci] <= 0 ) then
return
endif
loop
set xs2 = SubString( result, a-1, a)
loop
if ( xs2 == SubString( udg_SL_CharSet, b-1, b) ) then
if ( udg_SL_Use_BooStuffer == true ) then
if ( udg_SL_Chars > udg_SL_Base2 ) then
if ( b > udg_SL_Base2 ) then
set extra = extra + "1"
set b = ( b - udg_SL_Base2 )
else
if ( b <= (udg_SL_Chars - udg_SL_Base2) ) then
set extra = extra + "0"
endif
endif
endif
if ( udg_SL_Chars > udg_SL_Base ) then
if ( b > udg_SL_Base ) then
set extra = "1" + extra
set b = ( b - udg_SL_Base )
else
if ( b <= (udg_SL_Chars - udg_SL_Base) ) then
set extra = "0" + extra
endif
endif
endif
endif
set xs = ( xs + SubString( udg_SL_BinSet, b-1, (b+4)) )
if ( extra != "" ) then
set xs = xs + extra
set extra = ""
endif
exitwhen true
endif
set b = ( b + 1 )
endloop
exitwhen ( a >= a2 )
set b = 1
set a = a + 1
if ( b > b2 ) then
exitwhen true
endif
endloop
set a = udg_Code_Saves[ci]
loop
set xi3 = ( a + ( udg_SL_MaxSaves * (ci - 1)))
set xs2 = SubString( xs, 0, udg_Save_Space[xi3] )
set xs = SubString( xs, udg_Save_Space[xi3], StringLength(xs) )
set xi2 = udg_Save_Max[xi3]
set xi = 0
set b = 1
set b2 = StringLength(xs2)
loop
if SubString( xs2, b-1, b) == "1" then
set xi = xi + udg_SL_Powers[b]
endif
exitwhen b >= b2
set b = b + 1
endloop
if ( udg_SL_Use_BooStuffer == true ) then
if ( xi > xi2 ) then
set xs = "1" + xs
set xi = xi - udg_SL_Powers[b]
else
if ( xi <= ( udg_SL_Powers[b] - xi2 ) ) then
set xs = "0" + xs
endif
endif
endif
set udg_Load_Val[xi3] = xi - ( 1 - udg_Save_Min[xi3] )
set udg_Load_Max[xi3] = xi2 - ( 1 - udg_Save_Min[xi3] )
exitwhen a <= 1
set a = a - 1
endloop
endfunction
function SaveInteger takes integer val, string name, integer min, integer max, string c returns nothing
local integer a = 0
local integer xi = 1
local integer ci = 1
set c = StringCase( c, false)
set name = StringCase( name, false)
loop
if ( udg_Code_Name[ci] == c ) then
exitwhen true
else
if ( udg_Code_Name[ci] == null ) then
set udg_Code_Name[ci] = c
exitwhen true
else
set ci = ci + 1
endif
endif
endloop
set a = ( 1 + (udg_SL_MaxSaves * (ci - 1)))
if ( name == "" ) then
return
endif
loop
if udg_Save_Name[a] == name then
if ( max != udg_Save_Max[a] ) then
endif
if ( min != udg_Save_Min[a] ) then
endif
exitwhen true
else
if ( udg_Save_Name[a] == null ) then
set udg_Save_Name[a] = name
set udg_Code_Saves[ci] = ModuloInteger( a, udg_SL_MaxSaves)
set max = ( max + (1 - min))
if ( max > udg_SL_Powers[udg_SL_Max] ) then
set max = udg_SL_Powers[udg_SL_Max]
else
if ( max < 2 ) then
set max = 2
endif
endif
loop
exitwhen max < udg_SL_Powers[xi]
set xi = ( xi + 1)
if ( xi >= udg_SL_Max ) then
exitwhen true
endif
endloop
set udg_Save_Space[a] = ( xi - 1 )
set udg_Save_Max[a] = max
set udg_Save_Min[a] = min
exitwhen true
else
set a = a + 1
endif
endif
endloop
if ( udg_SL_Type != 0 ) then
set udg_Save_Type[a] = udg_SL_Type
if ( udg_SL_Type == 2 ) then
set udg_Save_Length[a] = udg_SL_Length
endif
set udg_SL_Type = 0
endif
set val = ( val + (1 - min))
set max = ( max + ( 1 - min))
if ( val > max ) then
set val = max
else
if ( val < 1 ) then
set val = 1
endif
endif
set udg_Save_Val[a] = val
endfunction
function LoadInteger takes string name, string c returns integer
local integer a = 0
local integer ci = 1
set c = StringCase( c, false)
set name = StringCase( name, false)
loop
if ( udg_Code_Name[ci] == c ) then
exitwhen true
else
if ( udg_Code_Name[ci] == null ) then
set udg_Code_Name[ci] = c
exitwhen true
else
set ci = ci + 1
endif
endif
endloop
set a = ( 1 + (udg_SL_MaxSaves * (ci - 1)))
loop
if udg_Save_Name[a] == name then
exitwhen true
else
if ( udg_Save_Name[a] == "" ) then
return -999
endif
endif
set a = a + 1
endloop
if ( udg_Save_Type[a] != 0 ) then
if ( udg_Save_Type[a] == 2 ) then
set udg_SL_Length = udg_Save_Length[a]
endif
endif
return udg_Load_Val[a]
endfunction
function SaveBoo takes boolean val, string name, string c returns nothing
local integer x = 0
if ( val == true ) then
set x = 1
endif
call SaveInteger ( x, name, 0, 1, c )
endfunction
function LoadBoo takes string name, string c returns boolean
local integer x = 0
set x = LoadInteger(name, c)
if ( x == 0 ) then
return false
else
return true
endif
endfunction
function SaveReal takes real val, string name, real min, real max, integer length, string c returns nothing
local real p = (Pow(10, length))
set udg_SL_Type = 2
if ( length < 1 ) then
endif
set udg_SL_Length = length
call SaveInteger( R2I(val * p), name, R2I(min * p), R2I(max * p), c)
endfunction
function LoadReal takes string name, string c returns real
local real r = 0.00
local integer i = 0
set i = LoadInteger(name, c)
set r = i / Pow(10, udg_SL_Length)
return r
endfunction
function SaveType takes string name, string c returns nothing
endfunction
function SaveName takes string name, string c returns nothing
endfunction
Here is the save trigger...
Trigger: NewSave
 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
 Conditions
 Actions
  Game - Display to (Player group((Triggering player))) for 30.00 seconds the text: Generating a save c...
  Set i = (Player number of (Triggering player))
  Set SAVEINTEGERS[1] = (Hero level of Squire[i])
  Set SAVEINTEGERS[2] = (Hero level of Knight[i])
  Set SAVEINTEGERS[3] = (Hero level of Archer[i])
  Set SAVEINTEGERS[4] = (Hero level of Monk[i])
  Set SAVEINTEGERS[5] = (Hero level of Thief[i])
  Set SAVEINTEGERS[6] = (Hero level of Lancer[i])
  Set SAVEINTEGERS[7] = (Hero level of Geomancer[i])
  Set SAVEINTEGERS[8] = (Hero level of Samurai[i])
  Set SAVEINTEGERS[9] = (Hero level of Ninja[i])
  Set SAVEINTEGERS[10] = (Hero level of HolySwordsman[i])
  Set SAVEINTEGERS[11] = (Hero level of HeavenlyKnight[i])
  Set SAVEINTEGERS[12] = (Hero level of Chemist[i])
  Set SAVEINTEGERS[13] = (Hero level of Wizard[i])
  Set SAVEINTEGERS[14] = (Hero level of Priest[i])
  Set SAVEINTEGERS[15] = (Hero level of Summoner[i])
  Set SAVEINTEGERS[16] = (Hero level of TimeMage[i])
  Set SAVEINTEGERS[17] = (Hero level of Mediator[i])
  Set SAVEINTEGERS[18] = (Hero level of Oracle[i])
  Set SAVEINTEGERS[19] = (Hero level of Calculator[i])
  Set SAVEINTEGERS[20] = (Hero level of Prophet[i])
  Set SAVEINTEGERS[21] = (Hero level of Sorcerer[i])
  Set SAVEINTEGERS[22] = (Hero level of ArchBishop[i])
  Set xi = SAVEINTEGERS[1]
  Custom script: call SaveInteger( udg_xi, "save1", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[2]
  Custom script: call SaveInteger( udg_xi, "save2", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[3]
  Custom script: call SaveInteger( udg_xi, "save3", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[4]
  Custom script: call SaveInteger( udg_xi, "save4", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[5]
  Custom script: call SaveInteger( udg_xi, "save5", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[6]
  Custom script: call SaveInteger( udg_xi, "save6", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[7]
  Custom script: call SaveInteger( udg_xi, "save7", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[8]
  Custom script: call SaveInteger( udg_xi, "save8", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[9]
  Custom script: call SaveInteger( udg_xi, "save9", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[10]
  Custom script: call SaveInteger( udg_xi, "save10", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[11]
  Custom script: call SaveInteger( udg_xi, "save11", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[12]
  Custom script: call SaveInteger( udg_xi, "save12", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[13]
  Custom script: call SaveInteger( udg_xi, "save13", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[14]
  Custom script: call SaveInteger( udg_xi, "save14", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[15]
  Custom script: call SaveInteger( udg_xi, "save15", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[16]
  Custom script: call SaveInteger( udg_xi, "save16", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[17]
  Custom script: call SaveInteger( udg_xi, "save17", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[18]
  Custom script: call SaveInteger( udg_xi, "save18", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[19]
  Custom script: call SaveInteger( udg_xi, "save19", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[20]
  Custom script: call SaveInteger( udg_xi, "save20", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[21]
  Custom script: call SaveInteger( udg_xi, "save21", 1, 120, "code1")
  Wait 0.01 seconds
  Set xi = SAVEINTEGERS[22]
  Custom script: call SaveInteger( udg_xi, "save22", 1, 120, "code1")
  Wait 0.01 seconds
  Set temp_Integer8 = ((Triggering player) Current gold)
  -------- CONVERTING UPGRADES TO GOLD --------
  For each (Integer A) from 1 to (Current research level of Pickaxe for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((40 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Sword for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((65 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Bow for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((70 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Rod for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((125 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Staff for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((125 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Plate Armor for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((150 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Leather Armor for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((150 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Robe for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((150 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Axe for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((100 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Spear for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((100 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Katana for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((150 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Exotic Weapons for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((150 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Gun for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((125 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Knight Sword for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((200 x (Integer A)) x 1))
  For each (Integer A) from 1 to (Current research level of Magic Sphere for (Triggering player)), do (Actions)
   Loop - Actions
    Set temp_Integer8 = (temp_Integer8 + ((200 x (Integer A)) x 1))
  Set temp_Integer8 = (temp_Integer8 + (100 x (Current research level of Break Magic for (Triggering player))))
  Set temp_Integer8 = (temp_Integer8 + (200 x (Current research level of Mana Transfer for (Triggering player))))
  Set temp_Integer8 = (temp_Integer8 + (300 x (Current research level of Mega Heal for (Triggering player))))
  Set temp_Integer8 = (temp_Integer8 + (500 x (Current research level of Mana Boost for (Triggering player))))
  Set temp_Integer8 = (temp_Integer8 + (4500 x (Level of Damage [SoG, [1,1]] for SpiritOfGaya[(Player number of (Triggering player))])))
  Set temp_Integer8 = (temp_Integer8 + (4500 x (Level of Attack Speed [SoG, [2,1]] for SpiritOfGaya[(Player number of (Triggering player))])))
  Set temp_Integer8 = (temp_Integer8 + (4500 x (Level of Armor [SoG, [3,1]] for SpiritOfGaya[(Player number of (Triggering player))])))
  -------- FINISHED UPGRADES TO GOLD --------
  -------- CONVERTING ELEMENTAL STONES TO GOLD --------
  Set temp_Integer8 = (temp_Integer8 + (1500 x ((Triggering player) Current lumber)))
  -------- FINISHED ELEMENTAL STONES TO GOLD --------
  If (temp_Integer8 Greater than or equal to 1000000) then do (Set temp_Integer8 = 999999) else do (Do nothing)
  Set xi = temp_Integer8
  Custom script: call SaveInteger( udg_xi, "save23", 0, 999999, "code1")
  Wait 0.01 seconds
  For each (Integer A) from 1 to 6, do (Actions)
   Loop - Actions
    Set temp_Integer6 = 0
    If ((Item carried by CurrentHero[i] in slot (Integer A)) Equal to No item) then do (Set temp_Integer6 = 0) else do (Do nothing)
    For each (Integer B) from 1 to Total_Items_to_Save, do (Actions)
     Loop - Actions
      If ((Item-type of (Item carried by CurrentHero[i] in slot (Integer A))) Equal to ItemsType_LoadCode[(Integer B)]) then do (Set temp_Integer6 = (Integer B)) else do (Do nothing)
    Set PasswordParts[(23 + (Integer A))] = (String(temp_Integer6))
  Set xi = (Integer(PasswordParts[24]))
  Custom script: call SaveInteger( udg_xi, "save24", 1, 97, "code1")
  Wait 0.01 seconds
  Set xi = (Integer(PasswordParts[25]))
  Custom script: call SaveInteger( udg_xi, "save25", 1, 97, "code1")
  Wait 0.01 seconds
  Set xi = (Integer(PasswordParts[26]))
  Custom script: call SaveInteger( udg_xi, "save26", 1, 97, "code1")
  Wait 0.01 seconds
  Set xi = (Integer(PasswordParts[27]))
  Custom script: call SaveInteger( udg_xi, "save27", 1, 97, "code1")
  Wait 0.01 seconds
  Set xi = (Integer(PasswordParts[28]))
  Custom script: call SaveInteger( udg_xi, "save28", 1, 97, "code1")
  Wait 0.01 seconds
  Set xi = (Integer(PasswordParts[29]))
  Custom script: call SaveInteger( udg_xi, "save29", 1, 97, "code1")
  Wait 0.01 seconds
  Custom script: set udg_xs = SaveCode("code1")
  Game - Display to (Player group((Triggering player))) for 180.00 seconds the text: (Your loading code is: + xs)
Here is the load trigger...
Trigger: Load
 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
 Conditions
 Actions
  Game - Display to (Player group((Triggering player))) for 30.00 seconds the text: Your code is being ...
  Set i = (Player number of (Triggering player))
  Custom script: call LoadCode( "code1" , SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())))
  Custom script: set udg_xi = LoadInteger("save1", "code1")
  Hero - Set Squire[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save2", "code1")
  Hero - Set Knight[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save3", "code1")
  Hero - Set Archer[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save4", "code1")
  Hero - Set Monk[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save5", "code1")
  Hero - Set Thief[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save6", "code1")
  Hero - Set Lancer[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save7", "code1")
  Hero - Set Geomancer[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save8", "code1")
  Hero - Set Samurai[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save9", "code1")
  Hero - Set Ninja[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save10", "code1")
  Hero - Set HolySwordsman[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save11", "code1")
  Hero - Set HeavenlyKnight[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save12", "code1")
  Hero - Set Chemist[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save13", "code1")
  Hero - Set Wizard[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save14", "code1")
  Hero - Set Priest[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save15", "code1")
  Hero - Set Summoner[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save16", "code1")
  Hero - Set TimeMage[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save17", "code1")
  Hero - Set Mediator[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save18", "code1")
  Hero - Set Oracle[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save19", "code1")
  Hero - Set Calculator[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save20", "code1")
  Hero - Set Prophet[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save21", "code1")
  Hero - Set Sorcerer[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save22", "code1")
  Hero - Set ArchBishop[i] Hero-level to xi, Hide level-up graphics
  Custom script: set udg_xi = LoadInteger("save23", "code1")
  Player - Set (Triggering player) Current gold to xi
  Custom script: set udg_xi = LoadInteger("save24", "code1")
  Hero - Create ItemsType_LoadCode[xi] and give it to CurrentHero[i]
  Custom script: set udg_xi = LoadInteger("save25", "code1")
  Hero - Create ItemsType_LoadCode[xi] and give it to CurrentHero[i]
  Custom script: set udg_xi = LoadInteger("save26", "code1")
  Hero - Create ItemsType_LoadCode[xi] and give it to CurrentHero[i]
  Custom script: set udg_xi = LoadInteger("save27", "code1")
  Hero - Create ItemsType_LoadCode[xi] and give it to CurrentHero[i]
  Custom script: set udg_xi = LoadInteger("save28", "code1")
  Hero - Create ItemsType_LoadCode[xi] and give it to CurrentHero[i]
  Custom script: set udg_xi = LoadInteger("save29", "code1")
  Hero - Create ItemsType_LoadCode[xi] and give it to CurrentHero[i]
Here is the init trigger that starts the save load system...
Trigger: SAVES
 Events
 Conditions
 Actions
  Set SL_Random[1] = 0
  Set SL_Random[2] = 0
  Set SL_Random[3] = 0
  Set SL_Random[4] = 0
  Set SL_Random[5] = 0
  Set SL_Random[6] = 0
  Set SL_Random[7] = 0
  Set SL_Random[8] = 0
  Set SL_Random[9] = 0
  Set SL_Random[10] = 0
  Custom script: call ASLinit()
  Custom script: call SaveInteger( 0, "save1", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save2", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save3", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save4", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save5", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save6", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save7", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save8", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save9", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save10", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save11", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save12", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save13", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save14", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save15", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save16", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save17", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save18", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save19", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save20", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save21", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save22", 1, 120, "code1")
  Custom script: call SaveInteger( 0, "save23", 0, 999999, "code1")
  Custom script: call SaveInteger( 0, "save24", 1, 97, "code1")
  Custom script: call SaveInteger( 0, "save25", 1, 97, "code1")
  Custom script: call SaveInteger( 0, "save26", 1, 97, "code1")
  Custom script: call SaveInteger( 0, "save27", 1, 97, "code1")
  Custom script: call SaveInteger( 0, "save28", 1, 97, "code1")
  Custom script: call SaveInteger( 0, "save29", 1, 97, "code1")
The map, Final Fantasy Epic RPG. |