- Joined
- Jul 20, 2009
- Messages
- 295
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Level Up
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Events
- Unit - A unit Gains a level
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Conditions
- (Unit-type of (Leveling Hero)) Not equal to Backpack
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Actions
- Unit - Set life of (Leveling Hero) to 100.00%
- Set Upgrade_Level_Hero[1] = 0
- Set Upgrade_Level_Hero[2] = 0
- Set Upgrade_Level_PlayersNumber[1] = 0
- Set Upgrade_Level_PlayersNumber[2] = 0
- Game - Display to (All players) the text: (Upgrade[1]: + (String(Upgrade_Level[1])))
- Game - Display to (All players) the text: (Upgrade[2]: + (String(Upgrade_Level[2])))
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For each (Integer NOW) from 1 to 10, 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
- ((Player(NOW)) is an ally of Player 1 (Red)) Equal to True
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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
- ((Player(NOW)) controller) Not equal to Computer
- ((Player(NOW)) slot status) Equal to Is playing
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Then - Actions
- Set Upgrade_Level_Hero[1] = (Upgrade_Level_Hero[1] + (Hero level of Hero[(Player number of (Player(NOW)))]))
- Set Upgrade_Level_PlayersNumber[1] = (Upgrade_Level_PlayersNumber[1] + 1)
- 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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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Player(NOW)) controller) Not equal to Computer
- ((Player(NOW)) slot status) Equal to Is playing
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Then - Actions
- Set Upgrade_Level_Hero[2] = (Upgrade_Level_Hero[2] + (Hero level of Hero[(Player number of (Player(NOW)))]))
- Set Upgrade_Level_PlayersNumber[2] = (Upgrade_Level_PlayersNumber[2] + 1)
- 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
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Set Upgrade_Level[1] = ((Upgrade_Level_Hero[1] / Upgrade_Level_PlayersNumber[1]) / 5)
- Set Upgrade_Level[2] = ((Upgrade_Level_Hero[2] / Upgrade_Level_PlayersNumber[2]) / 5)
- Game - Display to (All players) the text: (Upgrade[1]: + (String(Upgrade_Level[1])))
- Player - Set the current research level of DMG Increase to Upgrade_Level[1] for Player 12 (Brown)
- Player - Set the current research level of DEF Increase to Upgrade_Level[1] for Player 12 (Brown)
- Player - Set the current research level of HP Increase (Captain) to Upgrade_Level[1] for Player 12 (Brown)
- Player - Set the current research level of HP Increase (Pikeman) to Upgrade_Level[1] for Player 12 (Brown)
- Player - Set the current research level of HP Increase (Bowman) to Upgrade_Level[1] for Player 12 (Brown)
- Game - Display to (All players) the text: (Upgrade[2]: + (String(Upgrade_Level[2])))
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Events
In other words, anything below:
- Set Upgrade_Level[1] = ((Upgrade_Level_Hero[1] / Upgrade_Level_PlayersNumber[1]) / 5)
- Set Upgrade_Level[2] = ((Upgrade_Level_Hero[2] / Upgrade_Level_PlayersNumber[2]) / 5)