Gold bounty?

Ncrackz

New Member
Reaction score
2
Hi, I have recently made an RPG kind of game with bosses that take time to kill. And when they die, only one person gets the bounty and it makes the game unfair, so is there a way to make it divide the bounty to all players or give the bounty to all players?

Any help is appreciated, thanks :)
 

FireBladesX

Eating my wings!
Reaction score
123
This should work Ok, it has to have a lot of work put in to it, however.

Events:
A unit Dies

Conditions:
Owner of Dying Unit equal to Neutral Hostile*

Actions:
Set GoldGroup: Units in 600 range of Position of Triggering Unit matching ((Matching Unit is an enemy of Owner of Triggering Unit equal to True) and (Matching Unit is a Hero equal to True))
Set tmpInt: (Point Value of Triggering Unit / Units in GoldGroup), where tmpInt is an integer variable, and GoldGroup is a unit group variable.
Unit Group: Pick every unit in GoldGroup and do:
-Player - add tmpInt Gold to Owner of Picked Unit
-Floating Text: do all of the following:
-Create a floating text reading "|cffffcc00 + + + (Integer(tmpInteger)) + |r", Set velocity to 64 to 90º, disable permanence, set lifespan to 5, set fade age to 3, pick every player and Hide floating text for Picked Player, Show floating text for Owner of Picked Unit


For each unit, change it's point value (Stats - Point Value) to the amount of gold that you want it to give.
|cffffcc00Insert Text Here|r is a hex code. Google "Hex Codes" for a list of colors, it follows the formula "|cff + Hex Code + Text + |r". |cffffcc00Text|r is the hex code for the golden-yellow color, by the way.
 

vaziocs

New Member
Reaction score
5
Hi, I have recently made an RPG kind of game with bosses that take time to kill. And when they die, only one person gets the bounty and it makes the game unfair, so is there a way to make it divide the bounty to all players or give the bounty to all players?

Any help is appreciated, thanks :)

here:
Unit - A unit Dies //your unit
action;
Set numberofplayers = (Number of players)
Set customvalue = (1000 / numberofplayers)
Unit - Set the custom value of Paladin 0001 <gen> to (customvalue)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add (Custom value of Paladin 0001 <gen>) to (Picked player) Current gold

or
Player - Add ((Custom value of Paladin 0001 <gen>) / numberofplayers) to (Picked player) Current gold
then doesnt need 2 variables.
 

FireBladesX

Eating my wings!
Reaction score
123
Events:
A unit Dies

Conditions:
Owner of Dying Unit equal to Neutral Hostile*

Actions:
Set GoldGroup: Units in 600 range of Position of Triggering Unit matching ((Matching Unit is an enemy of Owner of Triggering Unit equal to True) and (Matching Unit is a Hero equal to True))
Set tmpInt: (Point Value of Triggering Unit / Units in GoldGroup), where tmpInt is an integer variable, and GoldGroup is a unit group variable.
Unit Group: Pick every unit in GoldGroup and do:
-Player - add tmpInt Gold to Owner of Picked Unit
-Floating Text: do all of the following:
-Create a floating text reading "|cffffcc00 + + + (Integer(tmpInteger)) + |r", Set velocity to 64 to 90º, disable permanence, set lifespan to 5, set fade age to 3, pick every player and Hide floating text for Picked Player, Show floating text for Owner of Picked Unit

The actions are:
General -Set Variable,
Unit Group - Pick every unit in Group, this specific group is a Unit group variable,
Player - Add to Player Property, Adds in integer variable to a player's gold
Floating text - there are many many floating text functions that are available in World Editor, all to make it appear better. Here, I simulate the gold model that is in the real game by making it gold, fade away after 3 seconds, and rise up in the air. The fields are:
--Floating Text - Display message above Point
--Floating Text - Disable Permanence
--Floating Text - Set Lifespan
--Floating Text - Set Fade Age
--Floating Text - Set Velocity


Things to remember: For players, you do not use the Picked Player or Triggering Player functions when the event is a unit event, you use Owner of Picked Unit or Owner of Triggering Unit
For unit groups, make sure that the following actions are in the unit group loop.

Code:
Unit Group - Pick every unit in Group and do Actions:
      Player - Add (tmpInteger) gold to Owner of Picked Unit
Not,
Code:
Unit Group - Pick every unit in Group and do Actions:
Player - Add (tmpInteger) gold to Owner of Picked Unit
If you get what I'm saying.

Just fool around with the triggers.
 
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