- Joined
- Jun 20, 2017
- Messages
- 380
How can I fix my floating texts like this picture?!




-
King Floating Text
-

Events
-


Time - Elapsed game time is 1.00 seconds
-
-

Conditions
-

Actions
-


-------- West King --------
-


Set VariableSet Point_FloatingTexts = (Center of King Attack <gen>)
-


Floating Text - Create floating text that reads (|cffff0000King Attack:|r + (String((Current research level of King Attack for (Player((Number of players in (All allies of Player 23 (Emerald).)))))))) at Point_FloatingTexts with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
-


Custom script: call RemoveLocation(udg_Point_FloatingTexts)
-


-------- --------
-


Set VariableSet Point_FloatingTexts = (Center of King Hit Point <gen>)
-


Floating Text - Create floating text that reads (|cff8080ffKing Hit Point:|r + (String((Current research level of King Hit Point for (Player((Number of players in (All allies of Player 23 (Emerald).)))))))) at Point_FloatingTexts with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
-


Custom script: call RemoveLocation(udg_Point_FloatingTexts)
-


-------- --------
-


Set VariableSet Point_FloatingTexts = (Center of King Regeneration <gen>)
-


Floating Text - Create floating text that reads (|cffffcc00King Regeneration:|r + (String((Current research level of King Regeneration for (Player((Number of players in (All allies of Player 23 (Emerald).)))))))) at Point_FloatingTexts with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
-


Custom script: call RemoveLocation(udg_Point_FloatingTexts)
-


-------- --------
-


-------- East King --------
-
-
-
King Upgrades
-

Events
-


Unit - A unit Sells a unit
-
-

Conditions
-


Or - Any (Conditions) are true
-



Conditions
-




(Unit-type of (Sold unit)) Equal to Upgrade King Attack
-




(Unit-type of (Sold unit)) Equal to Upgrade King Hit Points
-




(Unit-type of (Sold unit)) Equal to Upgrade King Regeneration
-
-
-
-

Actions
-


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



If - Conditions
-




((Owner of (Selling unit)) is an ally of Player 23 (Emerald).) Equal to True
-
-



Then - Actions
-




Set VariableSet Player_King = Player 23 (Emerald)
-




Set VariableSet Unit_King = West King 0448 <gen>
-
-



Else - Actions
-




Set VariableSet Player_King = Player 24 (Peanut)
-




Set VariableSet Unit_King = East King 0447 <gen>
-
-
-


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



If - Conditions
-




(Unit-type of (Sold unit)) Equal to Upgrade King Attack
-
-



Then - Actions
-




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





If - Conditions
-






(Current research level of King Attack for Player_King) Less than (Max research level of King Attack for Player_King)
-
-





Then - Actions
-






Player Group - Pick every player in (All allies of Player_King.) and do (Actions)
-







Loop - Actions
-








Player - Set the current research level of King Attack to ((Current research level of King Attack for (Picked player)) + 1) for (Picked player)
-
-
-






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







If - Conditions
-








(Level of [Upgrade] King Damage for Unit_King) Equal to 0
-
-







Then - Actions
-








Unit - Add [Upgrade] King Damage to Unit_King
-
-







Else - Actions
-








Unit - Set level of [Upgrade] King Damage for Unit_King to ((Level of [Upgrade] King Damage for Unit_King) + 1)
-
-
-






Set VariableSet Point_FloatingTexts = (Center of King Attack <gen>)
-






Floating Text - Create floating text that reads (|cffff0000King Attack:|r + (String((Current research level of King Attack for Player_King)))) at Point_FloatingTexts with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
-






Custom script: call RemoveLocation(udg_Point_FloatingTexts)
-






Game - Display to (All allies of Player_King.) for 10.00 seconds the text: (((Strings_PlayersColor[(Player number of (Owner of (Selling unit)))] + (Name of (Owner of (Selling unit)))) + |r upgraded your team King's attack to level |cffffcc00) + ((String((Current research level of King Attack for Player_King))) + |r))
-






Set VariableSet Integers_KingUpgradesBought[(Player number of (Owner of (Selling unit)))] = (Integers_KingUpgradesBought[(Player number of (Owner of (Selling unit)))] + 1)
-






-------- --------
-






-------- Income --------
-






Set VariableSet Integers_Income[(Player number of (Owner of (Selling unit)))] = (Integers_Income[(Player number of (Owner of (Selling unit)))] + 3)
-
-





Else - Actions
-






Player - Make Upgrade King Attack Unavailable for training/construction by (Owner of (Selling unit))
-






Player - Add 80 to (Owner of (Selling unit)).Current lumber
-






Player - Add -80 to (Owner of (Selling unit)).Total lumber gathered
-






Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is alr...
-
-
-
-



Else - Actions
-
-


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



If - Conditions
-




(Unit-type of (Sold unit)) Equal to Upgrade King Hit Points
-
-



Then - Actions
-




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





If - Conditions
-






(Current research level of King Hit Point for Player_King) Less than (Max research level of King Hit Point for Player_King)
-
-





Then - Actions
-






Player Group - Pick every player in (All allies of Player_King.) and do (Actions)
-







Loop - Actions
-








Player - Set the current research level of King Hit Point to ((Current research level of King Hit Point for (Picked player)) + 1) for (Picked player)
-
-
-






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







If - Conditions
-








(Level of [Upgrade] King Hit Points for Unit_King) Equal to 0
-
-







Then - Actions
-








Unit - Add King Life (Pseudoupgrade) to Unit_King
-








Unit - Set level of King Life (Pseudoupgrade) for Unit_King to ((Current research level of King Hit Point for (Owner of Unit_King)) + 1)
-








Unit - Remove King Life (Pseudoupgrade) from Unit_King
-
-







Else - Actions
-
-






Set VariableSet Point_FloatingTexts = (Center of King Hit Point <gen>)
-






Floating Text - Create floating text that reads (|cff8080ffKing Hit Point:|r + (String((Current research level of King Hit Point for Player_King)))) at Point_FloatingTexts with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
-






Custom script: call RemoveLocation(udg_Point_FloatingTexts)
-






Game - Display to (All allies of Player_King.) for 10.00 seconds the text: (((Strings_PlayersColor[(Player number of (Owner of (Selling unit)))] + (Name of (Owner of (Selling unit)))) + |r upgraded your team King's hit points to level |cffffcc00) + ((String((Current research level of King Hit Point for Player_King))) + |r))
-






Set VariableSet Integers_KingUpgradesBought[(Player number of (Owner of (Selling unit)))] = (Integers_KingUpgradesBought[(Player number of (Owner of (Selling unit)))] + 1)
-






-------- --------
-






-------- Income --------
-






Set VariableSet Integers_Income[(Player number of (Owner of (Selling unit)))] = (Integers_Income[(Player number of (Owner of (Selling unit)))] + 3)
-
-





Else - Actions
-






Player - Make Upgrade King Hit Points Unavailable for training/construction by (Owner of (Selling unit))
-






Player - Add 80 to (Owner of (Selling unit)).Current lumber
-






Player - Add -80 to (Owner of (Selling unit)).Total lumber gathered
-






Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is alr...
-
-
-
-



Else - Actions
-
-


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



If - Conditions
-




(Unit-type of (Sold unit)) Equal to Upgrade King Regeneration
-
-



Then - Actions
-




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





If - Conditions
-






(Current research level of King Regeneration for Player_King) Less than (Max research level of King Regeneration for Player_King)
-
-





Then - Actions
-






Player Group - Pick every player in (All allies of Player_King.) and do (Actions)
-







Loop - Actions
-








Player - Set the current research level of King Regeneration to ((Current research level of King Regeneration for (Picked player)) + 1) for (Picked player)
-
-
-






Set VariableSet Point_FloatingTexts = (Center of King Regeneration <gen>)
-






Floating Text - Create floating text that reads (|cffffcc00King Regeneration:|r + (String((Current research level of King Regeneration for Player_King)))) at Point_FloatingTexts with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
-






Custom script: call RemoveLocation(udg_Point_FloatingTexts)
-






Game - Display to (All allies of Player_King.) for 10.00 seconds the text: (((Strings_PlayersColor[(Player number of (Owner of (Selling unit)))] + (Name of (Owner of (Selling unit)))) + |r upgraded your team King's regeneration to level |cffffcc00) + ((String((Current research level of King Regeneration for Player_King))) + |r))
-






Set VariableSet Integers_KingUpgradesBought[(Player number of (Owner of (Selling unit)))] = (Integers_KingUpgradesBought[(Player number of (Owner of (Selling unit)))] + 1)
-






-------- --------
-






-------- Income --------
-






Set VariableSet Integers_Income[(Player number of (Owner of (Selling unit)))] = (Integers_Income[(Player number of (Owner of (Selling unit)))] + 3)
-
-





Else - Actions
-






Player - Make Upgrade King Regeneration Unavailable for training/construction by (Owner of (Selling unit))
-






Player - Add 80 to (Owner of (Selling unit)).Current lumber
-






Player - Add -80 to (Owner of (Selling unit)).Total lumber gathered
-






Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is alr...
-
-
-
-



Else - Actions
-
-


-------- --------
-


Trigger - Run Update Income <gen> (ignoring conditions)
-


Unit - Remove (Sold unit) from the game
-


-------- --------
-


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



If - Conditions
-




Player_King Equal to Player 23 (Emerald)
-
-



Then - Actions
-




Special Effect - Create a special effect attached to the origin of West King 0448 <gen> using Abilities\Spells\Items\AIlm\AIlmTarget.mdl
-




Special Effect - Destroy (Last created special effect)
-
-



Else - Actions
-




Special Effect - Create a special effect attached to the origin of East King 0447 <gen> using Abilities\Spells\Items\AIlm\AIlmTarget.mdl
-




Special Effect - Destroy (Last created special effect)
-
-
-
-
Last edited:



