Gold values incomming above a building

nomadian

Member
Reaction score
9
I've got a periodic gold addition trigger, and a gold mine. I want to have the figures above the gold mine showing that periodic gold increase but without peasants going and collecting gold. Is this possible?

(Likely asked a lot-which I did do a search on with no fruitation)
 

Rushhour

New Member
Reaction score
46
Well if you mean the animation that comes up when a regular enemy is killed:
Create an invisible dummy unit (or create it in the mine so players don't see it) and kill it so that the right player sees it.
You can set the bounty of the dummy unit in the object editor.

Depends on you have your own trigger for gold income, then you would have to subtract the gold earned from that dummy unit.

Another way would be to create a floating text colored in yellow that destroys itsself after a certain amount of time^^
 

SerraAvenger

Cuz I can
Reaction score
234
Another way would be to create a floating text colored in yellow that destroys itsself after a certain amount of time^^

This works like a charm.



JASS:
function CreateBountyText takes integer bounty, unit target, player getter returns nothing
    local string BountyEffectString = "UI\\Feedback\\GoldCredit\\GoldCredit.mdl"
    local string BountyColoring = "|cffFFCC00" + "+"
    local real BountySpeed = 0.71 / 24
    local real BountyTextSize = 0.023

    local texttag bountyText = CreateTextTag()
    local effect bountyArt
    if bounty > 0 then
        call SetTextTagText ( bountyText, BountyColoring + I2S( bounty ) + "|r", BountyTextSize )
    elseif bounty < 0 then
        call SetTextTagText ( bountyText, RED + I2S( bounty ) + "|r", BountyTextSize )
    else
        call SetTextTagText ( bountyText, "", BountyTextSize )
    endif
    set bountyArt = AddSpecialEffectTarget( BountyEffectString, target, "overhead" )
    call SetTextTagVelocity ( bountyText, 0, BountySpeed )
    call SetTextTagPermanent( bountyText, false )
    call SetTextTagAge ( bountyText, 0 )
    call SetTextTagFadepoint( bountyText, 2 )
    call SetTextTagLifespan ( bountyText, 3 )
    call SetTextTagPosUnit ( bountyText, target, 0 )
    if LOCAL_PLAYER != getter then
        call SetTextTagVisibility( bountyText, false )
    endif
    call DestroyEffect( bountyArt )
    set bountyText = null
    set bountyArt = null
endfunction


Copy this into your maps JASS-Header, then create the three variables

GoldAmount - integer ( the amount of gold that you want to be shown )
GoldUnit - unit ( above this unit, the floating text will be created )
GoldPlayer - player ( only this player will see the floating text )

Set these three variables and then put the following custom script into your trigger:
Trigger:
  • Custom Script: call CreateBountyText( udg_GoldAmount, udg_GoldUnit, udg_GoldPlayer )


This will not add the gold, you will need to do that manually.
 
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