Hi,
I can't seem to get the "Arithmetic" to work as I want in GUI and I know no JASS.
I want this to happen in 1 call, not 3...
Anyone knows how to do it in GUI? Or does it need to be in JASS for multiple calculations to be possible? Or do I just suck at math? xD
EDIT4: Figured it out!
EDIT3: Changed my mind, I would instead like to have this into one call:
EDIT: Would maybe this work?
Also accepting tips and suggestions to my formula for calculating player points.
It currently depends on:
DifficultyPointValue = 2 for easy, 3 for normal and 4 for hard
Amount of Armor a unit has depends on difficulty chosen
1 point for every current 50 gold
Player chances starts on 25 and players lose 1 chance if they leak a creep
Then just divide it by 4 to make the number smaller, so it doesn't get out of hand in the multiboard
Thankful for any help I can get!
This is the thing:
I can't seem to get the "Arithmetic" to work as I want in GUI and I know no JASS.
I want this to happen in 1 call, not 3...
EDIT4: Figured it out!
EDIT3: Changed my mind, I would instead like to have this into one call:
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Custom script: call SetUnitUserData( Dying_Unit, ( R2I(BlzGetUnitArmor(Dying_Unit)) * udg_DifficultyPointValue ) )
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Custom script: call SetUnitUserData( Dying_Unit, ( GetUnitUserData(Dying_Unit) + ( udg_PGold[GetConvertedPlayerId(GetOwningPlayer(GetKillingUnitBJ()))] / 50 ) ) )
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Custom script: call SetUnitUserData( Dying_Unit, ( GetUnitUserData(Dying_Unit) + udg_PlayerChances[GetConvertedPlayerId(GetOwningPlayer(GetKillingUnitBJ()))] ) )
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Custom script: call SetUnitUserData( Dying_Unit, ( GetUnitUserData(Dying_Unit) / 4 ) )
EDIT: Would maybe this work?
Code:
call SetUnitUserData( Dying_Unit, ( R2I(BlzGetUnitArmor(Dying_Unit)) * ( udg_DifficultyPointValue ) + ( udg_PGold[GetConvertedPlayerId(GetOwningPlayer(GetKillingUnitBJ()))] / 100 ) + ( udg_PlayerChances[GetConvertedPlayerId(GetOwningPlayer(GetKillingUnitBJ()))] ) )
Also accepting tips and suggestions to my formula for calculating player points.
It currently depends on:
DifficultyPointValue = 2 for easy, 3 for normal and 4 for hard
Amount of Armor a unit has depends on difficulty chosen
1 point for every current 50 gold
Player chances starts on 25 and players lose 1 chance if they leak a creep
Then just divide it by 4 to make the number smaller, so it doesn't get out of hand in the multiboard
Thankful for any help I can get!
This is the thing:
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Unit dies
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Events
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Unit - A unit Dies
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Conditions
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(Owner of (Dying unit)) Equal to Player 12 (Brown)
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Actions
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Custom script: local unit Dying_Unit
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Custom script: set Dying_Unit = GetTriggerUnit()
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Set PKills[(Player number of (Owner of (Killing unit)))] = (PKills[(Player number of (Owner of (Killing unit)))] + 1)
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Multiboard - Set the text for (Last created multiboard) item in column 5, row ((Player number of (Owner of (Killing unit))) + 1) to ((|c00e92222 + (String(PKills[(Player number of (Owner of (Killing unit)))]))) + |r)
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-------- These are the three formulas that I mean needs to be combined into one --------
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Unit - Set the custom value of (Dying unit) to ((Integer((Armor of (Dying unit)))) x DifficultyPointValue)
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Unit - Set the custom value of (Dying unit) to ((Custom value of (Dying unit)) + (PGold[(Player number of (Owner of (Killing unit)))] / 100))
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Unit - Set the custom value of (Dying unit) to ((Custom value of (Dying unit)) + PlayerChances[(Player number of (Owner of (Killing unit)))])
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Set PPTS[(Player number of (Owner of (Killing unit)))] = (Custom value of (Dying unit))
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Game - Display to (All players) the text: (String(PPTS[(Player number of (Owner of (Killing unit)))]))
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Custom script: set udg_PPTSV[GetConvertedPlayerId(GetOwningPlayer(GetKillingUnitBJ()))] = ( udg_PPTSV[GetConvertedPlayerId(GetOwningPlayer(GetKillingUnitBJ()))] + udg_PPTS[GetConvertedPlayerId(GetOwningPlayer(GetKillingUnitBJ()))] )
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Multiboard - Set the text for (Last created multiboard) item in column 7, row ((Player number of (Owner of (Killing unit))) + 1) to ((|c0000ff24 + (String(PPTSV[(Player number of (Owner of (Killing unit)))]))) + |r)
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Custom script: call AddSpecialEffectLocBJ( GetUnitLoc(Dying_Unit), "Objects\\Spawnmodels\\Demon\\DemonLargeDeathExplode\\DemonLargeDeathExplode.mdl" )
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Custom script: call CreateTextTagLocBJ( ( "|c00ffd700+" + ( I2S(GetUnitPointValue(Dying_Unit)) + "|rg" ) ), GetUnitLoc(Dying_Unit), 0, 8.50, 100, 100, 100, 0 )
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Custom script: call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 64, 90 )
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Custom script: call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
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Custom script: call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 2.00 )
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Custom script: call SetTextTagFadepointBJ( GetLastCreatedTextTag(), 1.00 )
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Custom script: call AdjustPlayerStateBJ( GetUnitPointValue(Dying_Unit), GetOwningPlayer(GetKillingUnitBJ()), PLAYER_STATE_RESOURCE_GOLD )
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Custom script: call TriggerSleepAction( 0.44 )
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Custom script: call CreateTextTagLocBJ( ( "|c0000ff24" + ( I2S(udg_PPTS[GetConvertedPlayerId(GetOwningPlayer(GetKillingUnitBJ()))]) + "|rp" ) ), GetUnitLoc(Dying_Unit), 0, 7.50, 100, 100, 100, 0 )
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Custom script: call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 64, 90 )
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Custom script: call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
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Custom script: call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 2.00 )
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Custom script: call SetTextTagFadepointBJ( GetLastCreatedTextTag(), 1.00 )
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Custom script: call TriggerSleepAction( 0.30 )
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Custom script: call DestroyEffectBJ( GetLastCreatedEffectBJ() )
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Custom script: call RemoveUnit( Dying_Unit )
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Custom script: set Dying_Unit = null
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Last edited: