Set Bounty based on level...

M

Master_Saji

Guest
Alright, for my TD, I'm trying to have it so that for each enemy killed when the level is less then or equal too 5 you get X gold...and then for levels 6-10 you get 2 gold per kill...so, how would you set up a trigger like that?
 
you don't need a trigger just ajust the bounty for your spawns
but if you want to do it by triggers so bad i would make an variable to keep track fo the level and then do this
Code:
Event unit dies
Condition level (variable) = to what ever
Action
Give player owner of killing unit whatever gold
thats how i would do it
(sorry if thats not word for word i am going by memory)
 
lol or make a trigger run on map initilization
player - turn player flag on/off under there go to bounty
and then just change your bounty in object editor to do that...
 
HMMMmmmMMmmmmmm....


That would work but I figured it out....it's pretty simple actually...

Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        Level Less than or equal to 5
    Then - Actions
        Set EnemyGold = (EnemyGold + 1)
        Game - Display to (All players) the text: Bounty has increase...
    Else - Actions
        Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        Level Greater than 5
        Level Less than or equal to 10
    Then - Actions
        Set EnemyGold = (EnemyGold + 1)
        Game - Display to (All players) the text: Bounty has increase...
    Else - Actions
        Do nothing
 
Code:
Event: A unit owned by player 12 dies ; Any player who has bounty
Conditions:
-Boolean - Owner of <killing unit> is an enemy of <owner of dying unit> equal to True
-Boolean - Unit-Class of Dying unit = Structure equal to False
Actions:
-Floating Text: Create floating text above <Dying unit> that reads <Integer - (Level of <Dying unit> x 5)> using font size 8 and color 100, 80, 20 and transparency 0
-Floating text: Set (Last Created Floating Text) fadepoint .5
-Floating Text: Set (Last Created Floating Text) lifespan 2.5
-Floating Text: Set permanent state of (last created floating text) to <off>
-Player: Add <Level of <Dying unit> x 5) to owner of <Killing unit>

Creates a floating text that somewhat resembles standard bounty. Gives the level of the unit x 5 gold to the owner. So if a level 1 gnoll dies you get 5 gold, a level 3 troll dies you get 15 gold etc.
 
Yes, although:

Code:
Event: A unit owned by player 12 dies ; Any player who has bounty
Conditions:
-Boolean - Owner of <killing unit> is an enemy of <owner of dying unit> equal to True
-Boolean - Unit-Class of Dying unit = Structure equal to False
Actions:
- set bounty= (Level of <Dying unit> x 5)
-Floating Text: Create floating text above <Dying unit> that reads Concatenate Strings - ("+" +(bounty))> using font size 8 and color 100, 80, 20 and transparency 0
-Floating text: Set (Last Created Floating Text) fadepoint .5
-Floating Text: Set (Last Created Floating Text) lifespan 2.5
-Floating Text: Set permanent state of (last created floating text) to <off>
- Custom script : call SetTextTagVisibility(bj_lastCreatedTextTag , GetOwningPlayer( GetKillingUnit() ) == GetLocalPlayer() )
-Player: Add bounty to owner of <Killing unit>

This one has the formula in a variable so you can change it easily (without changing it twice) and it also adds a plus sign. And makes the texttag visible for just the player
 
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