- Joined
- Oct 16, 2010
- Messages
- 194
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CreepsBounty
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Events
- Unit - A unit Dies
- Conditions
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Actions
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For each (Integer A) from 0 to NumberOfBuildings, 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
- (Unit-type of (Dying unit)) Equal to UnitType[(Integer A)]
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Then - Actions
- Set TempInteger = (Player number of (Owner of (Killing unit)))
- Set TempInteger2 = UnitBounty[(Integer A)]
- Set TempPlayer = (Owner of (Killing unit))
- Player - Add UnitBounty[(Integer A)] to (Player(TempInteger)) Current gold
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- TempInteger2 Not equal to 0
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Then - Actions
- Custom script: call showUnitTextPlayer (GetDyingUnit(), "+" + I2S(udg_TempInteger2), 100.00, 77.00, 0.00, ConvertedPlayer(udg_TempInteger))
- Else - Actions
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If - Conditions
- Else - Actions
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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 A) from 0 to NumberOfBuildings, do (Actions)
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Events