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[GUI] Dynamic Kill Scoreboard

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This is a simple gui multiboard what do the following:

About importing:
- Copy cheat ability to your map for Damage detection system
- Copy all trigger to your map and you are done
Its easy, no?

Basic Description:
- keep tracking the scores, hero kill, last hits, assists and creep kill
- order the multiboard rows by amount(Asc/Desc)

More Description:
u can set few thing in setting trigger like:
- Ordered field (u can order the any field exclude player names) - this also work with ingame command
- You can set if a player leave then he can get a "left" name and keep him in multiboard or remove from multiboard the leaver player
- you can set in settings trigger the multiboard name, the column titles/colors/width/icons
- indifferent if player play with different color, its show the player row with same color than player
- you can turn on off/on the ordering in settings trigger and in game too
- you can choose asc ordering or desc ordering in settings trigger
- you can filter in settings trigger what player u want show in multiboard (example only user player, only computer, all or make if selection for that)
- you can set in settings trigger the points for: Hero kill, Hero assist killing, Hero last hit, Unit kill.

And more :D
- system detect the highest damage dealer, so killer is who dealed the highest damage and not who last hited the boss
- who dealed damage on boss but not highest get assist hero score, who last hited the boss get last hit point
- the data stored with array system and u can handle pretty easily everything i just give a example:
Mb_Player[index] = player number, Mb_Player_Index[player number] = index
so u can manipulate it easily
-

if somebody want then i can make a shorter version what could be faster, in jass what also gui friendly just have a few more custom script line


map init1
  • Map Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set ColorCodes[1] = |CFFFF0303
      • Set ColorCodes[2] = |CFF0042FF
      • Set ColorCodes[3] = |CFF1CE6B9
      • Set ColorCodes[4] = |CFF540081
      • Set ColorCodes[5] = |CFFFFFC01
      • Set ColorCodes[6] = |CFFFE8A0E
      • Set ColorCodes[7] = |CFF20C000
      • Set ColorCodes[8] = |CFFE55BB0
      • Set ColorCodes[9] = |CFF959697
      • Set ColorCodes[10] = |CFF7EBFF1
      • Set ColorCodes[11] = |CFF106246
      • Set ColorCodes[12] = |CFF4E2A04
      • Set ColorCodes[13] = |CFF303030
      • Set PlayerColorList[1] = Red
      • Set PlayerColorList[2] = Blue
      • Set PlayerColorList[3] = Teal
      • Set PlayerColorList[4] = Purple
      • Set PlayerColorList[5] = Yellow
      • Set PlayerColorList[6] = Orange
      • Set PlayerColorList[7] = Green
      • Set PlayerColorList[8] = Pink
      • Set PlayerColorList[9] = Gray
      • Set PlayerColorList[10] = Light Blue
      • Set PlayerColorList[11] = Dark Green
      • Set PlayerColorList[12] = Brown
      • Set PlayerColorList[13] = Black
      • Hashtable - Create a hashtable
      • Set Damage_Table = (Last created hashtable)
settings
  • Settings
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- multiboard title --------
      • Set Mb_Title = Kill Scoreboard
      • -------- how many row u want --------
      • Set Mb_Max_Col = 6
      • -------- Column names + width + color + icon --------
      • Set Mb_Col_Names[1] = Player Names
      • Set Mb_Col_Names[2] = Score
      • Set Mb_Col_Names[3] = Hero Kill
      • Set Mb_Col_Names[4] = Assist
      • Set Mb_Col_Names[5] = Last Hits
      • Set Mb_Col_Names[6] = Unit Kill
      • Set Mb_Col_Width[1] = 8.00
      • Set Mb_Col_Width[2] = 6.00
      • Set Mb_Col_Width[3] = 6.00
      • Set Mb_Col_Width[4] = 6.00
      • Set Mb_Col_Width[5] = 6.00
      • Set Mb_Col_Width[6] = 6.00
      • Set Mb_Col_Color[1] = |CFFFFFFa0
      • Set Mb_Col_Color[2] = |CFFFFFFa0
      • Set Mb_Col_Color[3] = |CFFFFFFa0
      • Set Mb_Col_Color[4] = |CFFFFFFa0
      • Set Mb_Col_Color[5] = |CFFFFFFa0
      • Set Mb_Col_Color[6] = |CFFFFFFa0
      • Set Mb_Icon[1] = UI\MiniMap\MinimapIcon\MinimapIconGold.blp
      • Set Mb_Icon[2] = UI\MiniMap\MinimapIcon\MinimapIconGold.blp
      • Set Mb_Icon[3] = UI\MiniMap\MinimapIcon\MinimapIconGold.blp
      • Set Mb_Icon[4] = UI\MiniMap\MinimapIcon\MinimapIconGold.blp
      • Set Mb_Icon[5] = UI\MiniMap\MinimapIcon\MinimapIconGold.blp
      • Set Mb_Icon[6] = UI\MiniMap\MinimapIcon\MinimapIconGold.blp
      • -------- enable the multiboard ordering --------
      • Set OrderingOn = True
      • -------- if ordered field = --------
      • -------- 1 = Total Point --------
      • -------- 2 = Hero Kill --------
      • -------- 3 = Assist Kill --------
      • -------- 4 = Last Hit Kill --------
      • -------- 5 = Creep Kill --------
      • Set OrderedField = 1
      • -------- OrderDesc make order from highest number till lowest --------
      • Set OrderDesc = True
      • -------- Score/Point setting for different kill type --------
      • -------- Dont forget if u kill alone a hero then u get last hit + killing points too --------
      • -------- Point highest damage on enemy hero --------
      • Set OrderPHeroKill = 2
      • -------- Point for last hit on enemy hero --------
      • Set OrderPHeroLastHit = 1
      • -------- Point for assist in killing enemy hero --------
      • Set OrderPHeroAss = 1
      • -------- Point for normal unit or creep --------
      • Set OrderPUnit = 1
      • -------- Remove Player from multiboard if he leave from game? --------
      • Set OrderRemoveLeaver = False
      • -------- pick all player who is controled by user --------
      • Set PlayerGroup = (All players)
create multiboard
  • Create multiboard
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Game - Display to (All players) for 10000.00 seconds the text: |cff7070ffChat comm...
      • Set Mb_Length = 6
      • Set TempNr = (Number of players in PlayerGroup)
      • Multiboard - Create a multiboard with Mb_Max_Col columns and (TempNr + 1) rows, titled Mb_Title
      • Set Multiboard = (Last created multiboard)
      • For each (Integer a) from 1 to Mb_Max_Col, do (Actions)
        • Loop - Actions
          • Multiboard - Set the icon for Multiboard item in column a, row 1 to Mb_Icon[a]
          • Multiboard - Set the width for Multiboard item in column a, row 1 to Mb_Col_Width[a]% of the total screen width
          • Multiboard - Set the text for Multiboard item in column a, row 1 to (Mb_Col_Color[a] + (Mb_Col_Names[a] + |r))
      • Player Group - Pick every player in PlayerGroup and do (Actions)
        • Loop - Actions
          • Set Player = (Picked player)
          • Set i = (Player number of Player)
          • Set Mb_Index = (Mb_Index + 1)
          • Set Mb_Player[Mb_Index] = i
          • Set Mb_Player_Index[i] = Mb_Index
          • Set PlayerName[i] = (Name of Player)
          • For each (Integer a) from 1 to 13, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Color of Player) Equal to PlayerColorList[a]
                • Then - Actions
                  • Set PlayerColor[i] = ColorCodes[a]
                  • Set a = 13
                • Else - Actions
          • For each (Integer a) from 1 to Mb_Max_Col, do (Actions)
            • Loop - Actions
              • Multiboard - Set the icon for Multiboard item in column a, row (Mb_Index + 1) to UI\Minimap\MinimapIconCreepLoc.blp
              • Multiboard - Set the width for Multiboard item in column a, row (Mb_Index + 1) to Mb_Col_Width[a]% of the total screen width
          • Multiboard - Set the text for Multiboard item in column 1, row (Mb_Index + 1) to ((ColorCodes[i] + (Name of (Player(i)))) + |r)
      • Multiboard - Show Multiboard
      • Custom script: call DestroyTrigger(GetTriggeringTrigger())
Increase scores
  • Increase the scores
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Killing unit) belongs to an enemy of (Triggering player)) Equal to True
      • ((Triggering unit) is A structure) Equal to False
      • ((Owner of (Killing unit)) is in PlayerGroup) Equal to True
    • Actions
      • Set k = (Player number of (Owner of (Killing unit)))
      • Set TempNr = Mb_Player_Index[k]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is A Hero) Equal to True
        • Then - Actions
          • Set cv = (Custom value of (Triggering unit))
          • Set dmg = 0.00
          • Set HighestDamage = 0.00
          • Set Boolean = False
          • For each (Integer a) from 1 to 12, do (Actions)
            • Loop - Actions
              • Set dmg = (Load cv of a from Damage_Table)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • dmg Greater than 0.00
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • dmg Greater than HighestDamage
                    • Then - Actions
                      • Set HighestDamage = dmg
                      • Set HighestDD = a
                    • Else - Actions
                • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • HighestDamage Greater than (Total_Damage_Dealt[cv] - 1.00)
            • Then - Actions
              • Set Mb_HeroKill[Mb_Player_Index[HighestDD]] = (Mb_HeroKill[Mb_Player_Index[HighestDD]] + 1)
              • Set Mb_TotalKill[TempNr] = (Mb_TotalKill[TempNr] + OrderPHeroKill)
              • Game - Display to (All players) the text: ((PlayerColor[HighestDD] + (Name of (Player(HighestDD)))) + (|r killed + ((Name of (Triggering unit)) + ( with |cffff7070 + ((String(HighestDamage)) + |r damage)))))
            • Else - Actions
              • For each (Integer a) from 1 to 12, do (Actions)
                • Loop - Actions
                  • Set dmg = (Load cv of a from Damage_Table)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • dmg Greater than 0.00
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • a Not equal to HighestDD
                        • Then - Actions
                          • Set Mb_HeroAssist[Mb_Player_Index[a]] = (Mb_HeroAssist[Mb_Player_Index[a]] + 1)
                          • Game - Display to (All players) the text: ((PlayerColor[a] + (Name of (Player(a)))) + (|r assisted in killing + ((Name of (Triggering unit)) + ( with |cffff7070 + ((String(dmg)) + |r damage)))))
                          • Set Mb_TotalKill[TempNr] = (Mb_TotalKill[TempNr] + OrderPHeroAss)
                        • Else - Actions
                          • Game - Display to (All players) the text: ((PlayerColor[a] + (Name of (Player(a)))) + (|r killed + ((Name of (Triggering unit)) + ( with |cffff7070 + ((String(dmg)) + |r damage)))))
                          • Set Mb_TotalKill[TempNr] = (Mb_TotalKill[TempNr] + OrderPHeroKill)
                          • Set Mb_HeroKill[Mb_Player_Index[a]] = (Mb_HeroKill[Mb_Player_Index[a]] + 1)
                    • Else - Actions
          • Set Mb_HeroLastHit[TempNr] = (Mb_HeroLastHit[TempNr] + 1)
          • Set Mb_TotalKill[TempNr] = (Mb_TotalKill[TempNr] + OrderPHeroLastHit)
        • Else - Actions
          • Set Mb_TotalKill[TempNr] = (Mb_TotalKill[TempNr] + OrderPUnit)
          • Set Mb_CreepKill[TempNr] = (Mb_CreepKill[TempNr] + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TempNr Greater than 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • OrderingOn Equal to True
            • Then - Actions
              • For each (Integer a) from 1 to (TempNr - 1), do (Actions)
                • Loop - Actions
                  • Set b = (TempNr - a)
                  • Set c = (b + 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • OrderedField Equal to 1
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Mb_TotalKill[c] Greater than Mb_TotalKill[b]
                        • Then - Actions
                          • Set Boolean = True
                        • Else - Actions
                          • Set Boolean = False
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • OrderedField Equal to 2
                        • Then - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Mb_HeroKill[c] Greater than Mb_HeroKill[b]
                            • Then - Actions
                              • Set Boolean = True
                            • Else - Actions
                              • Set Boolean = False
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • OrderedField Equal to 3
                            • Then - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Mb_HeroLastHit[c] Greater than Mb_HeroLastHit[b]
                                • Then - Actions
                                  • Set Boolean = True
                                • Else - Actions
                                  • Set Boolean = False
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • OrderedField Equal to 4
                                • Then - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Mb_HeroAssist[c] Greater than Mb_HeroAssist[b]
                                    • Then - Actions
                                      • Set Boolean = True
                                    • Else - Actions
                                      • Set Boolean = False
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • OrderedField Equal to 5
                                    • Then - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Mb_CreepKill[c] Greater than Mb_CreepKill[b]
                                        • Then - Actions
                                          • Set Boolean = True
                                        • Else - Actions
                                          • Set Boolean = False
                                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Boolean Equal to True
                    • Then - Actions
                      • Set i = Mb_TotalKill[c]
                      • Set Mb_TotalKill[c] = Mb_TotalKill[b]
                      • Set Mb_TotalKill[b] = i
                      • Set i = Mb_HeroKill[c]
                      • Set Mb_HeroKill[c] = Mb_HeroKill[b]
                      • Set Mb_HeroKill[b] = i
                      • Set i = Mb_CreepKill[c]
                      • Set Mb_CreepKill[c] = Mb_CreepKill[b]
                      • Set Mb_CreepKill[b] = i
                      • Set i = Mb_Player[c]
                      • Set Mb_Player[c] = Mb_Player[b]
                      • Set Mb_Player[b] = i
                      • Set Mb_Player_Index[Mb_Player[c]] = c
                      • Set Mb_Player_Index[Mb_Player[b]] = b
                    • Else - Actions
            • Else - Actions
        • Else - Actions
      • Set Total_Damage_Dealt[cv] = 0.00
      • Hashtable - Clear all child hashtables of child cv in Damage_Table
      • Trigger - Run Multiboard update <gen> (ignoring conditions)
multiboard update
  • Multiboard update
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OrderDesc Equal to True
        • Then - Actions
          • For each (Integer a) from 1 to Mb_Index, do (Actions)
            • Loop - Actions
              • Set TempNr = Mb_Player[a]
              • Multiboard - Set the text for Multiboard item in column 1, row (a + 1) to ((PlayerColor[TempNr] + PlayerName[TempNr]) + |r)
              • Multiboard - Set the text for Multiboard item in column 2, row (a + 1) to ((PlayerColor[TempNr] + (String(Mb_TotalKill[a]))) + |r)
              • Multiboard - Set the text for Multiboard item in column 3, row (a + 1) to ((PlayerColor[TempNr] + (String(Mb_HeroKill[a]))) + |r)
              • Multiboard - Set the text for Multiboard item in column 4, row (a + 1) to ((PlayerColor[TempNr] + (String(Mb_HeroLastHit[a]))) + |r)
              • Multiboard - Set the text for Multiboard item in column 5, row (a + 1) to ((PlayerColor[TempNr] + (String(Mb_HeroAssist[a]))) + |r)
              • Multiboard - Set the text for Multiboard item in column 6, row (a + 1) to ((PlayerColor[TempNr] + (String(Mb_CreepKill[a]))) + |r)
        • Else - Actions
          • For each (Integer a) from 1 to Mb_Index, do (Actions)
            • Loop - Actions
              • Set b = ((Mb_Index + 1) - a)
              • Set TempNr = Mb_Player[a]
              • Multiboard - Set the text for Multiboard item in column 1, row (b + 1) to ((ColorCodes[TempNr] + (Name of (Player(Mb_Player[a])))) + |r)
              • Multiboard - Set the text for Multiboard item in column 2, row (b + 1) to ((ColorCodes[TempNr] + (String(Mb_TotalKill[a]))) + |r)
              • Multiboard - Set the text for Multiboard item in column 3, row (b + 1) to ((ColorCodes[TempNr] + (String(Mb_HeroKill[a]))) + |r)
              • Multiboard - Set the text for Multiboard item in column 4, row (b + 1) to ((ColorCodes[TempNr] + (String(Mb_HeroLastHit[a]))) + |r)
              • Multiboard - Set the text for Multiboard item in column 5, row (b + 1) to ((ColorCodes[TempNr] + (String(Mb_HeroAssist[a]))) + |r)
              • Multiboard - Set the text for Multiboard item in column 6, row (b + 1) to ((ColorCodes[TempNr] + (String(Mb_CreepKill[a]))) + |r)
player leave
  • Player Leave the game
    • Events
      • Player - Player 1 (Red) leaves the game
      • Player - Player 2 (Blue) leaves the game
      • Player - Player 3 (Teal) leaves the game
      • Player - Player 4 (Purple) leaves the game
      • Player - Player 5 (Yellow) leaves the game
      • Player - Player 6 (Orange) leaves the game
      • Player - Player 7 (Green) leaves the game
      • Player - Player 8 (Pink) leaves the game
      • Player - Player 9 (Gray) leaves the game
      • Player - Player 10 (Light Blue) leaves the game
      • Player - Player 11 (Dark Green) leaves the game
      • Player - Player 12 (Brown) leaves the game
    • Conditions
      • Mb_Player_Index[(Player number of (Triggering player))] Not equal to 0
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OrderRemoveLeaver Equal to True
        • Then - Actions
          • Set a = Mb_Player_Index[(Player number of (Triggering player))]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • a Not equal to Mb_Index
            • Then - Actions
              • Set Mb_CreepKill[a] = Mb_CreepKill[Mb_Index]
              • Set Mb_HeroAssist[a] = Mb_HeroAssist[Mb_Index]
              • Set Mb_HeroKill[a] = Mb_HeroKill[Mb_Index]
              • Set Mb_HeroLastHit[a] = Mb_HeroLastHit[Mb_Index]
              • Set Mb_TotalKill[a] = Mb_TotalKill[Mb_Index]
              • Set Mb_Player[a] = Mb_Player[Mb_Index]
              • Set Mb_Player_Index[Mb_Player[a]] = Mb_Player_Index[Mb_Player[Mb_Index]]
            • Else - Actions
          • Multiboard - Change the number of rows for Multiboard to Mb_Index
          • Set Mb_Index = (Mb_Index - 1)
        • Else - Actions
          • Set PlayerName[(Player number of (Triggering player))] = -- Left ---
      • Set UG = (Units owned by (Triggering player))
      • Unit Group - Pick every unit in UG and do (Actions)
        • Loop - Actions
          • Unit - Kill (Picked unit)
      • Custom script: call DestroyGroup(udg_UG)
Combat Stat Timer
  • InCombatTimer
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer a) from 1 to CombatIndex, do (Actions)
        • Loop - Actions
          • Set cv = CombatI2CV[a]
          • Set CombatTimer[cv] = (CombatTimer[cv] - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • CombatTimer[a] Less than 1
            • Then - Actions
              • Set CombatTimer[cv] = 0
              • Set Total_Damage_Dealt[cv] = 0.00
              • Hashtable - Clear all child hashtables of child CombatPlayer[a] in Damage_Table
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • a Not equal to CombatIndex
                • Then - Actions
                  • Set CombatI2CV[a] = CombatI2CV[CombatIndex]
                  • Set CombatTimer[CombatI2CV[a]] = CombatTimer[CombatI2CV[CombatIndex]]
                  • Set CombatPlayer[a] = CombatI2CV[CombatIndex]
                • Else - Actions
              • Set CombatIndex = (CombatIndex - 1)
              • Set a = (a - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • CombatIndex Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
            • Else - Actions
and another thins are optional, that i dont posted coz simple things like this

  • Kick Player Command
    • Events
      • Player - Player 1 (Red) types a chat message containing (Substring(-kick , 1, 6)) as A substring
    • Conditions
      • (Length of (Entered chat string)) Greater than 6
    • Actions
      • Set String = (Substring((Entered chat string), 7, ((Length of (Entered chat string)) - 7)))
      • Set PlayerNumber = (Integer(String))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • PlayerNumber Greater than 0
          • PlayerNumber Less than 13
        • Then - Actions
          • Game - Defeat (Player(PlayerNumber)) with the message: Defeat!
        • Else - Actions


Credit: Bribe for Gui Damage Engine - i used it for detect the killer/assister


Keywords:
kill, assist, last hit, score, scoreboard, leadboard, multiboard, gui, trigger, damage, detection, dynamic, order, ordering, asc, desc
Contents

Just another Warcraft III map (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. 13:44, 17th Jul 2012 Magtheridon96: Currently, this isn't very modular. I think you shouldn't handle assists and kills. You should allow the user to configure an update trigger. In...

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Moderator

12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.

13:44, 17th Jul 2012
Magtheridon96:

Currently, this isn't very modular.
I think you shouldn't handle assists and kills.
You should allow the user to configure an update trigger.
In that trigger, he would assign the new values for kills, assists, deaths, and all kinds of things.
To make this more configurable, you should use a hashtable.
In the hashtable, you would use the first key as a player index and the second as an index for whatever you want to store.
(For example, if 1 -> Kills and 2 -> Deaths, then the keys 5,2 would point to Player 5's deaths.)
Also, there are null icons showing up in the multiboard. You should only show icons where it's needed.

See, a multiboard system needs to allow users to create their very own multiboard.
This is in need of a major update.

If you can actually pull this off and make a "Make-Your-Own" Multiboard system, then it would get a 4.1/5 from me.

Thank you for the submission.
Good luck.
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
You don't need to use the "leaves with defeat events", the "leaves" events will suffice.
Also, there's no linked list in there o-o
You don't need one though.

updated

about linked list, i thought linked list when u make this
index = index +1
data1[index] = blabla
data2[index] = blabla
data3[index] = blabla

and i use it for order the multiboard for correct order also for remove player. this easier than check everyplayer, if example have 3 user player then i check 3 player
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
QUOTE: "- system detect the highest damage dealer, so killer is who dealed the highest damage and not who last hited the boss"

Healers are going to kill you :D

if killer do atleast 1 dmg then he get assist too but be serious, what game where the healer the killer? mostly in mmorpg example allways have healer+tank+damage dealer. since this not about drop and exp share, i think its ok, mainly because mostly i guess have less game where healer allways just heal somebody at boss and do 0 damage.

in my map i made damage based experience, there i check if assisters are ally of killer, then assisters also get similiar exp but i guess here this useless.
 
Actually:

set index = index + 1
set data1[index] = x
set data2[index] = y
set data3[index] = z

is a simple array.

A linked list is:

set index = allocateIndex()

set next[index] = 0
set prev[index] = prev[0]
set next[prev[0]] = index
set prev[0] = index

And it's only useful for fast iteration in Jass.
Here, you wouldn't benefit much from using a linked list.
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
Actually:

set index = index + 1
set data1[index] = x
set data2[index] = y
set data3[index] = z

is a simple array.

A linked list is:

set index = allocateIndex()

set next[index] = 0
set prev[index] = prev[0]
set next[prev[0]] = index
set prev[0] = index

And it's only useful for fast iteration in Jass.
Here, you wouldn't benefit much from using a linked list.
allocatindex function just increase the index by 1, right?
next and prev is global or local?
what is prev[0] ? is 0 or last stored index? (how i hate the this multiple array index things :D)

ah, then seems isnt linked list just array job what i made, other side u got any downside with my trigger working?
 
No, it doesn't increase it by 1, it finds an index either by adding 1 if there are no instances to recycle, but if there is something to recycle, it would just use that.

This is what we call Dynamic Indexing.

To allocate an index, all you need is an integer array and an integer (recycler[] and count)

You find an index like this:

JASS:
set index = recycler[0]

if index == 0 then
    set count = count + 1
    set index = count
else
    set recycler[0] = recycler[index]
endif

You recycle an index (meaning deallocate) like this:

JASS:
set recycler[index] = recycler[0]
set recycler[0] = index

You would loop from 1 to count to iterate through all instances.
This isn't the best solution when you're allocating a lot of instances, then deallocating a lot, but trust me, it's fine.
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
the real killer is always the one who deals the killing blow...

at the very least you can add the option to configure the killer part so the user can choose if it will be the real killer or the one who dealt most damage...

if u ever player mmorpg like perfect world, muonline there not the killing blow important, the most of damage, what the mob drop (if attacker dont was in party/squade) then the highest damage dealer could pick, this way u avoid the kill steal, example when u attack a mob longer than coming somebody and last hit the mob its fair if he get the kill only coz he last hitted? i doubt

anyway u can customize the points in settings for last hit and kill also the column names, so u can rename to highest damage, as u want, there is the settings trigger :p

You would loop from 1 to count to iterate through all instances.
This isn't the best solution when you're allocating a lot of instances, then deallocating a lot, but trust me, it's fine.

then where have adcantage from it? (a bit annoying when sombody post vjass then i cant decide what was global and what was local :D)

so overall its something like this?
JASS:
function Trig_increase_Actions takes nothing returns nothing
set udg_index = allocate()
set udg_next[udg_index] = 0
set udg_prev[udg_index] = udg_prev[0]
set udg_next[udg_prev[0]] = udg_index
set udg_prev[0] = udg_index
endfunction

//===========================================================================
function InitTrig_increase takes nothing returns nothing
    set gg_trg_increase = CreateTrigger(  )
    call TriggerRegisterPlayerChatEvent( gg_trg_increase, Player(0), "1", true )
    call TriggerAddAction( gg_trg_increase, function Trig_increase_Actions )
endfunction

JASS:
function Trig_rnd_decrease_Actions takes nothing returns nothing
call deallocate(GetRandomInt(0,udg_index))
endfunction

//===========================================================================
function InitTrig_rnd_decrease takes nothing returns nothing
    set gg_trg_rnd_decrease = CreateTrigger(  )
    call TriggerRegisterPlayerChatEvent( gg_trg_rnd_decrease, Player(0), "2", true )
    call TriggerAddAction( gg_trg_rnd_decrease, function Trig_rnd_decrease_Actions )
endfunction

JASS:
function allocate takes nothing returns integer
local integer this = udg_prev[0]
  if this == 0 then
        set udg_index = udg_index + 1
        return udg_index
  endif
set udg_prev[0] = udg_prev[this]
return this
endfunction

function deallocate takes integer this returns nothing
    set udg_prev[this] = udg_prev[0]
    set udg_prev[0] = this
endfunction
 

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