- Joined
- Jun 10, 2008
- Messages
- 1,399
Yes, like the tital says, i'm having trouble with a complicated GUI trigger.
What its basically supposed to do, is when a unit is killed, pick every unit with the same custom value, then remove a spell array 1, 2, and 3, from it, and add spell array 1x1 + 1, 1x2 + 1, and 1x3 + 1 to it. here are the triggers
Here are the triggers
Initalization
Actual rank system:
It shows "1" to all players, but doesn't give the rank, curiously, when i got a unit with a point value of 0 to kill another unit. it gave all the buildings in the playable map area ranks 1 and 2 but stopped there. i dont know why.
What its basically supposed to do, is when a unit is killed, pick every unit with the same custom value, then remove a spell array 1, 2, and 3, from it, and add spell array 1x1 + 1, 1x2 + 1, and 1x3 + 1 to it. here are the triggers
Here are the triggers
Initalization
JASS:
set udg_Rank_System_1[1] = 'A00J'
set udg_Rank_System_1[2] = 'A00I'
set udg_Rank_System_1[3] = 'A00K'
set udg_Rank_System_1[4] = 'A00L'
set udg_Rank_System_1[5] = 'A00M'
set udg_Rank_System_1[6] = 'A00N'
set udg_Rank_System_1[7] = 'A00O'
set udg_Rank_System_1[8] = 'A00P'
set udg_Rank_System_1[9] = 'A00Q'
set udg_Rank_System_1[10] = 'A011'
set udg_Rank_System_1[(10 * 1 + 1 )] = 'A008'
set udg_Rank_System_1[(10 * 1 + 2 )] = 'A009'
set udg_Rank_System_1[(10 * 1 + 3 )] = 'A00B'
set udg_Rank_System_1[(10 * 1 + 4 )] = 'A00A'
set udg_Rank_System_1[(10 * 1 + 5 )] = 'A00C'
set udg_Rank_System_1[(10 * 1 + 6 )] = 'A00D'
set udg_Rank_System_1[(10 * 1 + 7 )] = 'A00E'
set udg_Rank_System_1[(10 * 1 + 8 )] = 'A00F'
set udg_Rank_System_1[(10 * 1 + 9 )] = 'A00G'
set udg_Rank_System_1[(10 * 1 + 10 )] = 'A00H'
set udg_Rank_System_1[(10 * 2 + 1 )] = 'A010'
set udg_Rank_System_1[(10 * 2 + 2 )] = 'A00Z'
set udg_Rank_System_1[(10 * 2 + 3 )] = 'A00Y'
set udg_Rank_System_1[(10 * 2 + 4 )] = 'A00X'
set udg_Rank_System_1[(10 * 2 + 5 )] = 'A00W'
set udg_Rank_System_1[(10 * 2 + 6 )] = 'A00V'
set udg_Rank_System_1[(10 * 2 + 7 )] = 'A00U'
set udg_Rank_System_1[(10 * 2 + 8 )] = 'A00T'
set udg_Rank_System_1[(10 * 2 + 9 * 3 )] = 'A00S'
set udg_Rank_System_1[(10 * 2 + 10 * 3 )] = 'A017'
Actual rank system:
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Testing rank system
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Events
- Unit - A unit Dies
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Conditions
- ((Triggering unit) belongs to an ally of (Owner of (Killing unit))) Equal to False
- (Owner of (Killing unit)) Not equal to (Owner of (Dying unit))
- (Level of Rank 10 aura dmg for (Killing unit)) Not equal to 1
- ((Killing unit) is Mechanical) Equal to False
- ((Killing unit) is A structure) Equal to False
- ((Killing unit) is A peon-type unit) Equal to False
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Actions
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For each (Integer GInteger) from 1 to 10, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Rank_System_1[GInteger] for (Killing unit)) Equal to 1
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Then - Actions
- Set GGroup[1] = (Units in (Playable map area)((Custom value of (Matching unit)) Equal to (Custom value of (Killing unit))))
- Unit Group - Pick every unit in GGroup[1] and do (Unit - Move (Picked unit) instantly to (Center of (Playable map area))) <--- DEBUG, not actually used in the final trigger
- Game - Display to (All players) the text: (String(GInteger)) <--- DEBUG, not actually used in the final trigger
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Unit Group - Pick every unit in GGroup[1] and do (Actions)
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Loop - Actions
- Unit - Remove Rank_System_1[GInteger] from (Killing unit)
- Unit - Remove Rank_System_1[(GInteger x 2)] from (Killing unit)
- Unit - Remove Rank_System_1[(GInteger x 3)] from (Killing unit)
- Unit - Add Rank_System_1[(GInteger + 1)] to (Killing unit)
- Unit - Add Rank_System_1[((GInteger x 2) + 1)] to (Killing unit)
- Unit - Add Rank_System_1[((GInteger x 3) + 1)] to (Killing unit)
- Game - Display to (All players) the text: (String((Custom value of (Picked unit))))
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Loop - Actions
- Custom script: call DestroyGroup(udg_GGroup[1])
- Skip remaining actions
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Else - Actions
- Wait 0.01 seconds
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer GInteger) from 1 to 10, do (Actions)
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Events
Last edited: