- Joined
- Mar 23, 2008
- Messages
- 942
When someone die, the killer always get 200 gold...
Why?
Why?
-
FirstBlood
-

Events
-


Unit - A unit Dies
-
-

Conditions
-


((Dying unit) is A Hero) Equal to True
-


((Dying unit) is an illusion) Equal to False
-


((Owner of (Dying unit)) slot status) Equal to Is playing
-
-

Actions
-


Trigger - Turn off (This trigger)
-


Trigger - Turn on Kill <gen>
-


Game - Display to (All players) the text: ((Player_Colors[(Player number of (Owner of (Killing unit)))] + ((Name of PlayerHero[(Player number of (Owner of (Killing unit)))]) + |r )) + ( pwned + ((Name of (Dying unit)) + ( for + ((String(Bounty[(Player number of (Owner of (Dying unit)))])) + gold!)
-


Game - Display to (All players) the text: ((Name of PlayerHero[(Player number of (Owner of (Killing unit)))]) + ( just drew + ((|cffff0000 + (First Blood + |r)) + (+ 200 gold!))))
-


Player - Add Bounty[(Player number of (Owner of (Dying unit)))] to (Owner of (Killing unit)) Current gold
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




Bounty[(Player number of (Owner of (Dying unit)))] Greater than or equal to 100
-
-



Then - Actions
-




Set Bounty[(Player number of (Owner of (Dying unit)))] = (Bounty[(Player number of (Owner of (Dying unit)))] - (20 x KillsCombo[(Player number of (Owner of (Dying unit)))]))
-
-



Else - Actions
-




Set Bounty[(Player number of (Owner of (Dying unit)))] = 100
-
-
-


Set KillsCombo[(Player number of (Owner of (Dying unit)))] = 1
-


Set KillsCombo[(Player number of (Owner of (Killing unit)))] = (KillsCombo[(Player number of (Owner of (Killing unit)))] + 1)
-


Set Points_Kill[(Player number of (Owner of (Killing unit)))] = (Points_Kill[(Player number of (Owner of (Killing unit)))] + 1)
-


Set Points_Death[(Player number of (Owner of (Dying unit)))] = (Points_Death[(Player number of (Owner of (Dying unit)))] + 1)
-


Set Bounty[(Player number of (Owner of (Killing unit)))] = (Bounty[(Player number of (Owner of (Dying unit)))] + 20)
-


Sound - Play firstblood <gen>
-


Countdown Timer - Start KillingTimer[(Player number of (Owner of (Killing unit)))] as a One-shot timer that will expire in 5.00 seconds
-
-
-
Kill
-

Events
-


Unit - A unit Dies
-
-

Conditions
-


((Dying unit) is A Hero) Equal to True
-


((Dying unit) is an illusion) Equal to False
-


((Owner of (Dying unit)) slot status) Equal to Is playing
-
-

Actions
-


Game - Display to (All players) the text: ((Player_Colors[(Player number of (Owner of (Killing unit)))] + ((Name of PlayerHero[(Player number of (Owner of (Killing unit)))]) + |r )) + ( pwned + ((Name of (Dying unit)) + ( for + ((String(Bounty[(Player number of (Owner of (Dying unit)))])) + gold!)
-


Player - Add Bounty[(Player number of (Owner of (Dying unit)))] to (Owner of (Killing unit)) Current gold
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




Bounty[(Player number of (Owner of (Dying unit)))] Greater than or equal to 100
-
-



Then - Actions
-




Set Bounty[(Player number of (Owner of (Dying unit)))] = (Bounty[(Player number of (Owner of (Dying unit)))] - (20 x KillsCombo[(Player number of (Owner of (Dying unit)))]))
-
-



Else - Actions
-




Set Bounty[(Player number of (Owner of (Dying unit)))] = 100
-
-
-


Set KillsCombo[(Player number of (Owner of (Dying unit)))] = 1
-


Set KillsCombo[(Player number of (Owner of (Killing unit)))] = (KillsCombo[(Player number of (Owner of (Killing unit)))] + 1)
-


Set Points_Kill[(Player number of (Owner of (Killing unit)))] = (Points_Kill[(Player number of (Owner of (Killing unit)))] + 1)
-


Set Points_Death[(Player number of (Owner of (Dying unit)))] = (Points_Death[(Player number of (Owner of (Dying unit)))] + 1)
-


Set Bounty[(Player number of (Owner of (Killing unit)))] = (Bounty[(Player number of (Owner of (Dying unit)))] + 20)
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




(KillsCombo[(Player number of (Owner of (Killing unit)))] - 1) Equal to 2
-




(Remaining time for KillingTimer[(Player number of (Owner of (Killing unit)))]) Greater than 0.00
-
-



Then - Actions
-




Game - Display to (All players) the text: ((Player_Colors[(Player number of (Owner of (Killing unit)))] + ((Name of PlayerHero[(Player number of (Owner of (Killing unit)))]) + |r )) + just got a |cffffa000Double Kill|r!)
-




Sound - Play Double_Kill <gen>
-
-



Else - Actions
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






(KillsCombo[(Player number of (Owner of (Killing unit)))] - 1) Equal to 3
-






(Remaining time for KillingTimer[(Player number of (Owner of (Killing unit)))]) Greater than 0.00
-
-





Then - Actions
-






Game - Display to (All players) the text: ((Player_Colors[(Player number of (Owner of (Killing unit)))] + ((Name of PlayerHero[(Player number of (Owner of (Killing unit)))]) + |r )) + just got a |cff00ff00Triple Kill|r!)
-






Sound - Play triple_kill <gen>
-
-





Else - Actions
-
-
-
-


Countdown Timer - Start KillingTimer[(Player number of (Owner of (Killing unit)))] as a One-shot timer that will expire in 5.00 seconds
-
-
