Добавлен andfrost
Подскажите, как создать отображающийся фарм дерева?
т.е. когда юнит убивает юнита и получает голду, награда за убийство отображается в виде плавающего текста, типа (+1) желтым, как сделать аналог, но с деревом?
т.е. когда юнит убивает юнита и получает голду, награда за убийство отображается в виде плавающего текста, типа (+1) желтым, как сделать аналог, но с деревом?
Принятый ответ
- На все случаи жизни:
globals
constant integer FLOATING_TEXTTAG_GOLD = 0
constant integer FLOATING_TEXTTAG_LUMBER = 1
constant integer FLOATING_TEXTTAG_BOUNTY = 2
constant integer FLOATING_TEXTTAG_MISS = 3
constant integer FLOATING_TEXTTAG_CRITICAL_STRIKE = 4
constant integer FLOATING_TEXTTAG_SHADOW_STRIKE = 5
constant integer FLOATING_TEXTTAG_MANA_BURN = 6
endglobals
function CreateFloatingTextTag takes player pl, integer texttagtype, integer value, real x, real y returns nothing
if (texttagtype == FLOATING_TEXTTAG_GOLD) then
if (GetLocalPlayer() == pl) then
set bj_lastCreatedTextTag = CreateTextTag()
call SetTextTagText (bj_lastCreatedTextTag, "+" + I2S(value), 0.023)
call SetTextTagPos (bj_lastCreatedTextTag, x, y, 0.0)
call SetTextTagColor (bj_lastCreatedTextTag, 255, 220, 0, 255)
call SetTextTagVisibility (bj_lastCreatedTextTag, true)
call SetTextTagPermanent (bj_lastCreatedTextTag, false)
call SetTextTagVelocity (bj_lastCreatedTextTag, 0.0, 0.029)
call SetTextTagLifespan (bj_lastCreatedTextTag, 2.0)
call SetTextTagFadepoint (bj_lastCreatedTextTag, 1.0)
endif
elseif (texttagtype == FLOATING_TEXTTAG_LUMBER) then
if (GetLocalPlayer() == pl) then
set bj_lastCreatedTextTag = CreateTextTag()
call SetTextTagText (bj_lastCreatedTextTag, "+" + I2S(value), 0.023)
call SetTextTagPos (bj_lastCreatedTextTag, x, y, 0.0)
call SetTextTagColor (bj_lastCreatedTextTag, 0, 200, 80, 255)
call SetTextTagVisibility (bj_lastCreatedTextTag, true)
call SetTextTagPermanent (bj_lastCreatedTextTag, false)
call SetTextTagVelocity (bj_lastCreatedTextTag, 0.0, 0.029)
call SetTextTagLifespan (bj_lastCreatedTextTag, 2.0)
call SetTextTagFadepoint (bj_lastCreatedTextTag, 1.0)
endif
elseif (texttagtype == FLOATING_TEXTTAG_BOUNTY) then
if (GetLocalPlayer() == pl) then
set bj_lastCreatedTextTag = CreateTextTag( )
call SetTextTagText (bj_lastCreatedTextTag, "+" + I2S(value), 0.023)
call SetTextTagPos (bj_lastCreatedTextTag, x, y, 0.0)
call SetTextTagColor (bj_lastCreatedTextTag, 255, 220, 0, 255)
call SetTextTagVisibility (bj_lastCreatedTextTag, true)
call SetTextTagPermanent (bj_lastCreatedTextTag, false)
call SetTextTagVelocity (bj_lastCreatedTextTag, 0.0, 0.029)
call SetTextTagLifespan (bj_lastCreatedTextTag, 3.0)
call SetTextTagFadepoint (bj_lastCreatedTextTag, 2.0)
endif
elseif (texttagtype == FLOATING_TEXTTAG_MISS) then
set bj_lastCreatedTextTag = CreateTextTag( )
call SetTextTagText (bj_lastCreatedTextTag, "промах", 0.023)
call SetTextTagPos (bj_lastCreatedTextTag, x, y, 0.0)
call SetTextTagColor (bj_lastCreatedTextTag, 255, 0, 0, 255)
call SetTextTagVisibility (bj_lastCreatedTextTag, true)
call SetTextTagPermanent (bj_lastCreatedTextTag, false)
call SetTextTagVelocity (bj_lastCreatedTextTag, 0.0, 0.03993)
call SetTextTagLifespan (bj_lastCreatedTextTag, 3.0)
call SetTextTagFadepoint (bj_lastCreatedTextTag, 1.0)
elseif (texttagtype == FLOATING_TEXTTAG_CRITICAL_STRIKE) then
set bj_lastCreatedTextTag = CreateTextTag()
call SetTextTagText (bj_lastCreatedTextTag, I2S(value) + "!", 0.023)
call SetTextTagPos (bj_lastCreatedTextTag, x, y, 0.0)
call SetTextTagColor (bj_lastCreatedTextTag, 255, 0, 0, 255)
call SetTextTagVisibility (bj_lastCreatedTextTag, true)
call SetTextTagPermanent (bj_lastCreatedTextTag, false)
call SetTextTagVelocity (bj_lastCreatedTextTag, 0.0, 0.03993)
call SetTextTagLifespan (bj_lastCreatedTextTag, 5.0)
call SetTextTagFadepoint (bj_lastCreatedTextTag, 2.0)
elseif (texttagtype == FLOATING_TEXTTAG_SHADOW_STRIKE) then
set bj_lastCreatedTextTag = CreateTextTag()
call SetTextTagText (bj_lastCreatedTextTag, I2S(value) + "!", 0.023)
call SetTextTagPos (bj_lastCreatedTextTag, x, y, 0.0)
call SetTextTagColor (bj_lastCreatedTextTag, 158, 255, 0, 255)
call SetTextTagVisibility (bj_lastCreatedTextTag, true)
call SetTextTagPermanent (bj_lastCreatedTextTag, false)
call SetTextTagVelocity (bj_lastCreatedTextTag, 0.0, 0.03993)
call SetTextTagLifespan (bj_lastCreatedTextTag, 5.0)
call SetTextTagFadepoint (bj_lastCreatedTextTag, 2.0)
elseif (texttagtype == FLOATING_TEXTTAG_MANA_BURN) then
set bj_lastCreatedTextTag = CreateTextTag()
call SetTextTagText (bj_lastCreatedTextTag, "-" + I2S(value), 0.023)
call SetTextTagPos (bj_lastCreatedTextTag, x, y, 0.0)
call SetTextTagColor (bj_lastCreatedTextTag, 81, 81, 255, 255)
call SetTextTagVisibility (bj_lastCreatedTextTag, true)
call SetTextTagPermanent (bj_lastCreatedTextTag, false)
call SetTextTagVelocity (bj_lastCreatedTextTag, 0.0, 0.03993)
call SetTextTagLifespan (bj_lastCreatedTextTag, 5.0)
call SetTextTagFadepoint (bj_lastCreatedTextTag, 2.0)
endif
endfunction
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