Well, I wanted to be a sell system for my buildings, you know? Well, here goes what I got already -
Untitled Trigger 001
Events
Unit - A unit owned by Player 1 (Red) Finishes casting an ability
Conditions
(Ability being cast) Equal to Sell
Actions
What should I put for actions? Is there anyway to make it so I don't have to do a trigger for each building? Or must I? I'd rather save lots of GUI and leaks than have them, including doing it for every single building.
Sell System
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- Senior Member
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- Joined: February 20th, 2007, 8:40 pm
- Title: Random Noob
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Re: Sell System
I'm doing this on the assumption that you mean for like selling a tower in a TD, ignore this if that assumption is wrong.
First, change the Stats - Point Value field in the unit that you are selling to the amount of gold you should gain when you sell it. Then, make this trigger:
First, change the Stats - Point Value field in the unit that you are selling to the amount of gold you should gain when you sell it. Then, make this trigger:
Code: Select all
Untitled Trigger 001
Events
Unit - A unit owned by Player 1 (Red) Starts the effect of an ability
Conditions
(Ability being cast) Equal to Sell
Actions
Player - Add (Point-value of (Casting unit)) to Player 1 (Red) Current gold
Unit - Remove (Casting unit) from the game
If you knew a woman who was pregnant, who had 8 kids already,
three who were deaf, two who were blind, one mentally retarded, and she had syphilis; would you recommend that she have an abortion?
Answer:
three who were deaf, two who were blind, one mentally retarded, and she had syphilis; would you recommend that she have an abortion?
Answer:
Spoiler:
Re: Sell System
trb92 wrote:I'm doing this on the assumption that you mean for like selling a tower in a TD, ignore this if that assumption is wrong.
First, change the Stats - Point Value field in the unit that you are selling to the amount of gold you should gain when you sell it. Then, make this trigger:Code: Select all
Untitled Trigger 001 Events Unit - A unit owned by Player 1 (Red) Starts the effect of an ability Conditions (Ability being cast) Equal to Sell Actions Player - Add (Point-value of (Casting unit)) to Player 1 (Red) Current gold Unit - Remove (Casting unit) from the game
Yeah, thanks mate, I had someone tell me this on thehive, and they said the same exact thing.
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- Junior Member
- Posts: 44
- Joined: July 21st, 2007, 7:31 am
Re: Sell System
This topic is a bit old. But why don't you try something like this:
Code: Select all
Sell
Events
Unit - A unit owned by Player 1 (Red) Begins casting an ability
Conditions
(Ability being cast) Equal to Sell
Actions
Set TempReal = ((Life of (Triggering unit)) / (Max life of (Triggering unit)))
Set TempReal = (TempReal x (Real(((Point-value of (Triggering unit)) + 0))))
Unit - Remove (Triggering unit) from the game
Unit - Remove (Casting unit) from the game
Set TempInt = (Integer(TempReal))
Player - Add TempInt to (Owner of (Triggering unit)) Current gold
Set PlayerEquityPlayerNumberInt = (Player number of (Owner of (Triggering unit)))
Set PlayerEquityTempChange = ((Point-value of (Triggering unit)) - TempInt)
Set PlayerEquityTempChange = (PlayerEquityTempChange x -1)
Floating Text - Create floating text that reads ((Name of (Triggering player)) + (|c00c7bb76 +|r|c00004080 + ((String(TempInt)) + (Externalized string(|r |c00c7bb76gold|r))))) above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.50 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds