- Joined
- Jun 20, 2017
- Messages
- 329
How can I fix my floating texts like this picture?!
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King Floating Text
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Events
- Time - Elapsed game time is 1.00 seconds
- Conditions
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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 --------
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Events
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King Upgrades
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Events
- Unit - A unit Sells a unit
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Conditions
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Or - Any (Conditions) are true
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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
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Conditions
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Or - Any (Conditions) are true
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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
- ((Owner of (Selling unit)) is an ally of Player 23 (Emerald).) Equal to True
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Then - Actions
- Set VariableSet Player_King = Player 23 (Emerald)
- Set VariableSet Unit_King = West King 0448 <gen>
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Else - Actions
- Set VariableSet Player_King = Player 24 (Peanut)
- Set VariableSet Unit_King = East King 0447 <gen>
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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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If - Conditions
- (Unit-type of (Sold unit)) Equal to Upgrade King Attack
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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
- (Current research level of King Attack for Player_King) Less than (Max research level of King Attack for Player_King)
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Then - Actions
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Player Group - Pick every player in (All allies of Player_King.) and do (Actions)
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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)
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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 [Upgrade] King Damage for Unit_King) Equal to 0
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Then - Actions
- Unit - Add [Upgrade] King Damage to Unit_King
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Else - Actions
- Unit - Set level of [Upgrade] King Damage for Unit_King to ((Level of [Upgrade] King Damage for Unit_King) + 1)
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If - Conditions
- 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)
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Player Group - Pick every player in (All allies of Player_King.) and do (Actions)
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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...
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If - 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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If - Conditions
- (Unit-type of (Sold unit)) Equal to Upgrade King Hit Points
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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
- (Current research level of King Hit Point for Player_King) Less than (Max research level of King Hit Point for Player_King)
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Then - Actions
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Player Group - Pick every player in (All allies of Player_King.) and do (Actions)
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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)
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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 [Upgrade] King Hit Points for Unit_King) Equal to 0
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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
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If - Conditions
- 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)
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Player Group - Pick every player in (All allies of Player_King.) and do (Actions)
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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...
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If - 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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If - Conditions
- (Unit-type of (Sold unit)) Equal to Upgrade King Regeneration
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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
- (Current research level of King Regeneration for Player_King) Less than (Max research level of King Regeneration for Player_King)
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Then - Actions
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Player Group - Pick every player in (All allies of Player_King.) and do (Actions)
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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)
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Loop - Actions
- 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)
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Player Group - Pick every player in (All allies of Player_King.) and do (Actions)
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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...
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If - 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
- -------- --------
- Trigger - Run Update Income <gen> (ignoring conditions)
- Unit - Remove (Sold unit) from the game
- -------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Player_King Equal to Player 23 (Emerald)
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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)
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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)
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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
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