- Joined
- Jun 20, 2017
- Messages
- 337
The problem is when I upgrade my towers and click on the sell ability, the refund does not work! (I mean it works until I upgrade them).
For example: If a tower is newly built, it will sell for 100%, until the next round starts, otherwise it will sell 50%.
For example: If a tower is newly built, it will sell for 100%, until the next round starts, otherwise it will sell 50%.
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Sell
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Sell 50%
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Boolean_InRound Equal to False
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Then - Actions
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For each (Integer B) from 1 to Integer_Towers, 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 (Casting unit)) Equal to UnitTypes_Towers[(Integer B)]
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Casting unit) is in UnitGroup_TowersNewlyBuilt.) Equal to True
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Then - Actions
- Set VariableSet Integer_Temp = ((Point-value of (Casting unit)) x 1)
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Else - Actions
- Set VariableSet Integer_Temp = (Integer(((Real((Point-value of (Casting unit)))) x 0.50)))
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If - Conditions
- Game - Display to (Player group((Owner of (Casting unit)))) for 10.00 seconds the text: ((You sold a + ((Name of (Casting unit)) + for |cffffcc00)) + ((String(Integer_Temp)) + |r gold.))
- Player - Add Integer_Temp to (Owner of (Casting unit)).Current gold
- Player - Set (Owner of (Casting unit)).Total gold gathered to (((Owner of (Casting unit)) Total gold gathered) - Integer_Temp)
- Set VariableSet Integer_Temp2 = (Point-value of (Casting unit))
- Set VariableSet Integer_Temp3 = (Integer_Temp2 - Integer_Temp)
- Player - Set (Owner of (Casting unit)).Total gold gathered to (((Owner of (Casting unit)) Total gold gathered) - Integer_Temp3)
- Set VariableSet Integers_TotalGold[(Player number of (Owner of (Casting unit)))] = (Integers_TotalGold[(Player number of (Owner of (Casting unit)))] - Integer_Temp3)
- Set VariableSet Temp_Player = (Owner of (Casting unit))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Integer_Temp Greater than 0
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Then - Actions
- Custom script: call showUnitTextPlayer (GetSpellAbilityUnit(), "+" + I2S(udg_Integer_Temp), 100.00, 77.00, 0.00, udg_Temp_Player)
- Else - Actions
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If - Conditions
- Unit Group - Remove (Casting unit) from UnitGroups_TowersSelected[(Player number of (Owner of (Casting unit)))].
- Unit Group - Remove (Casting unit) from UnitGroup_Towers.
- Unit - Remove (Casting unit) from the game
- Set VariableSet Point_Temp = (Position of (Casting unit))
- Special Effect - Create a special effect at Point_Temp using Abilities\Spells\Other\Transmute\PileofGold.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation(udg_Point_Temp)
- Trigger - Run Fighters Value <gen> (ignoring conditions)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 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 B) from 1 to Integer_Towers, do (Actions)
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Else - Actions
- Game - Display to (Player group((Owner of (Casting unit)))) for 10.00 seconds the text: |cffff0000Couldn't ...
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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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Events