Income Help

Thanatos_820

Death is Not the End
Reaction score
91
I made a trigger for a player's Gold Income, but I can't seem to find the right triggers to show what is the integer of their gold income for each player and when it increases :banghead:. For example:

Thanatos begins with 50 gold.
????????? begins with 50 gold.
Thanatos kills 1 unit (+1 Income)
????????? kills 1 unit (+1 Income)
????????? kills 1 unit (+1 Income)
????????? kills 1 unit (+1 Income)
Thanatos' Income: 51
?????????'s Income: 53
Thanatos kills ????????? (+25 Income)
????????? was owned by Thanatos (-10 Income)
Thanatos' Income: 76
?????????'s Income: 43

I need a trigger that shows the income of all players and when they get +Income or -Income. I also need a trigger to significantly raise Income when the hero kills a hero, but the dying hero recieives -Income for dying.

Do you get it? If not, ask me and I'll explian throughly.
 
C

Corkysmurf

Guest
Are you trying to make a leaderboard with this or a game message?
Are you making it so that NO MATTER WHAT the income changes like ytou said or normally?
 

Thanatos_820

Death is Not the End
Reaction score
91
Are you trying to make a leaderboard with this or a game message?
Are you making it so that NO MATTER WHAT the income changes like ytou said or normally?

1. Game Message.
2. I don't really get what you're saying. The Income won't change unless you kill an enemy unit or an enemy hero. Depending on the type, your income will increase, but not over time like +1, +25, +60, +593, and so on..... It's just a one time happening event that when you kill an enemy unit, your income increases by +1 permanantly. It doesn't keep going like this way:

Kills: 4
Income: +4, +8, +12, +16, vice versa.
 
C

Corkysmurf

Guest
1. Not THAT hard to do, it will just take time. Heres an example:

Code:
Hill
    Events
        Unit - A unit Dies
    Conditions
        (Unit-type of (Killing unit)) Equal to Footman
    Actions
        Player - Add 1 to (Owner of (Killing unit)) Current gold
        Game - Display to (All players) the text: Thantatos has gained +1 income!

The time consuming part is making all of those different triggers.

2. You made a storyline... is it always going to happen this way?
Thanatos begins with 50 gold.
????????? begins with 50 gold.
Thanatos kills 1 unit (+1 Income)
????????? kills 1 unit (+1 Income)
????????? kills 1 unit (+1 Income)
????????? kills 1 unit (+1 Income)
Thanatos' Income: 51
?????????'s Income: 53
Thanatos kills ????????? (+25 Income)
????????? was owned by Thanatos (-10 Income)
Thanatos' Income: 76
?????????'s Income: 43
 

Thanatos_820

Death is Not the End
Reaction score
91
1. Not THAT hard to do, it will just take time. Heres an example:

Code:
Hill
    Events
        Unit - A unit Dies
    Conditions
        (Unit-type of (Killing unit)) Equal to Footman
    Actions
        Player - Add 1 to (Owner of (Killing unit)) Current gold
        Game - Display to (All players) the text: Thantatos has gained +1 income!

The time consuming part is making all of those different triggers.

2. You made a storyline... is it always going to happen this way?
Thanatos begins with 50 gold.
????????? begins with 50 gold.
Thanatos kills 1 unit (+1 Income)
????????? kills 1 unit (+1 Income)
????????? kills 1 unit (+1 Income)
????????? kills 1 unit (+1 Income)
Thanatos' Income: 51
?????????'s Income: 53
Thanatos kills ????????? (+25 Income)
????????? was owned by Thanatos (-10 Income)
Thanatos' Income: 76
?????????'s Income: 43

1. That's a trigger I'm not looking for.
2. No, I'm making an AoS game, not a storyline.

1a. You are saying that I get +1 gold for each kill, I already have this trigger to create income:

Code:
Income
    Events
        Time - Every 60.00 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to Players_Playing, do (Actions)
            Loop - Actions
                Player - Add ((Kills + (Integer A)) + 50) to (Player((Integer A))) Current gold

In Loop - Actions, Kills is my variable, which the value is 0, I have +50, which stands for the base/main income. I want Integer A or Kills to be a value of 1 as I kill a unit, but it turns to 25 when I kill a hero.
 
C

Corkysmurf

Guest
2. No, I'm making an AoS game, not a storyline.

1a. You are saying that I get +1 gold for each kill, I already have this trigger to create income:

Code:
Income
    Events
        Time - Every 60.00 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to Players_Playing, do (Actions)
            Loop - Actions
                Player - Add ((Kills + (Integer A)) + 50) to (Player((Integer A))) Current gold

2. While you wrote it like a story line.
Blue guy gets +1
????? get +1
????? get +1
????? get +1
Blue: Income 51
???? : Income 53

Read my code again. Dont pay attention to anything except Game- Display the Text...

EDIT: I know i did that by mistake but i corrected it.
 

Thanatos_820

Death is Not the End
Reaction score
91
2. While you wrote it like a story line.
Blue guy gets +1
????? get +1
????? get +1
????? get +1
Blue: Income 51
???? : Income 53

Read my code again. Dont pay attention to anything except Game- Message thing.

I did, but it's not what I'm saying. I don't want the income to be instant +1, over 60 seconds, you get 51 gold because you killed 1 unit. Stays that way until you kill someone else.
 
C

Corkysmurf

Guest
I did, but it's not what I'm saying. I don't want the income to be instant +1, over 60 seconds, you get 51 gold because you killed 1 unit. Stays that way until you kill someone else.

Oh ok. Then do this... make it so player 11's gold is 50 to start off. Next add 1 gold to his gold when you get a kill. Then do this:
Code:
Test
    Events
        Time - Every YOUR INCOME RATE seconds of game time
    Conditions
    Actions
        Player - Add (Player 11 (Dark Green) Current gold) to Player 1 (Red) Current gold

And do that for Player 12 and ???? AND add that text message
 

Thanatos_820

Death is Not the End
Reaction score
91
Oh ok. Then do this... make it so player 11's gold is 50 to start off. Next add 1 gold to his gold when you get a kill. Then do this:
Code:
Test
    Events
        Time - Every YOUR INCOME RATE seconds of game time
    Conditions
    Actions
        Player - Add (Player 11 (Dark Green) Current gold) to Player 1 (Red) Current gold

And do that for Player 12 and ????

Okay, that's one minor problem, but I'm also asking another problem I left out after you posted the trigger :p.

I want to show all players something like this after 60 seconds (The Income Time Rate) have past:

Thanatos' Income: 51
K9_Felravager's Income: 51
Yunero's Income: 40
Minchi's Income: 75

This is a table of text messages I want but the triggers that I want are missing. I want to have a trigger to estimate the amount of income all players get.
 

tbjl2006

New Member
Reaction score
5
couldn't you store those in a variable then make it so it posts the number in chat every 60 seconds? (I don't have Warcraft with me right now)
 

Thanatos_820

Death is Not the End
Reaction score
91
couldn't you store those in a variable then make it so it posts the number in chat every 60 seconds? (I don't have Warcraft with me right now)

And how do I do that? I can't really see what variable I'm suppose to be searching for. I wasn't replying I was playng Demonic Defense 4 :p.
 

tbjl2006

New Member
Reaction score
5
only thing i can think of without my WC

Event-Every 60 sec
Conditions-integer variable equal to #
Action- Display message "Blah has income of #"

where # is the income. The only prob is you would have to make a lot of triggers. I'm not that good with WE but I like to try and help
 

martix

There is no spoon
Reaction score
49
You could use custom and/or point value of units for this to work. Just get this value and add/substract if the unit kills/dies.
 

Thanatos_820

Death is Not the End
Reaction score
91
You could use custom and/or point value of units for this to work. Just get this value and add/substract if the unit kills/dies.

You mean like create 2 variables which are used to estimate the income value? Then set them into a trigger and trigger again? But I need a message showing that a player has X income.
 

martix

There is no spoon
Reaction score
49
You need an array which is for the total income of that player. Then if you dont use the point value of the units for anything else, you can set it to what the unit is worth - exactly - how many points of income its worth, when it dies, you add that value and whatever modifiers you come up with to the killing unit's owner income.
With that said, the values are easily accesible and can be displayed if necessary.
 
M

Mythic Fr0st

Guest
Ok

Variables
Income, integer, array 1
P_N, integer, no array

Code:
Event
   - A unit dies
Conditions
Actions
   - set P_N = player number of owner of killing unit
   - set Income[P_N] = Income[P_N] + 1
   - Game display to all players Name of owner of killing unit has + Income[P_N] income!

Anything else you need?
 

Thanatos_820

Death is Not the End
Reaction score
91
Can you explain what this is Mythic?

Code:
[B]   - set Income[P_N] = Income[P_N] + 1[/B]

I'm not really sure what +1 is.
 
M

Mythic Fr0st

Guest
+ 1 is for increasing its value


Set Income[P_N] = (Select Arithmetic) which allows you to choose 2 options

so it'll look like this Set Income[P_N] = Income[P_N] + 1

Arithmetic has 2 values
 

martix

There is no spoon
Reaction score
49
Bah... frost - his income is dependent on stuff... +1 is way too simple. Plus - he won't have room for development if he makes it like that.
Heroes give one income, creeps another, something else gives yet another diffrent income, so wont work for him.
 
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