I like this tricks potential for a lot of other applications. When player 1 gets 1500 kills, green is set to 0, making text red, till 2000 kills, then trigger 6 kicks in and player 1 WINS!!! That means the chat tutorial will be green when player 1 has 500 to 999 kills, at which trigger 4 comes on, and makes red 255, green stays at 255, and blue stays at 0, which makes player 1's kill's 1000 to 1499 appear yellow.
At that point, trigger 3 will fire and change player attributs for player 1's player variable's for red and blue to be set to 0 so only green is 255. So.Ī tutorial box at top right screen will read: "You Have x# Kills that is white text until player has 500 kills. With /#PA0004 as the dynamic and changing number of units player 1 has killed. That means dynamic numbers: /r/#PA0001/g/#PA0002/b/#PA0003 translates to: /r255/g255/b255(the highest degree for each color), which means the color of the text will be WHITE in color. Player 1's player variables 1-2-and 3 are all set to 255. condition player 1 has attribute kills > = 2000
effect set player attribute level player 1 variable 2 to exactly 0. condition player 1 has attribute kills > = 1500 condition player 1 has attribute kills > = 1000 effect set player attribute level player 1 variable 3 to exactly 0. effect set player attribute level player 1 variable 1 to exactly 0. condition player 1 has attribute kills > = 500 effect send chat player 1, tutorial box checked, duration 0, chat says: /r/#PA0001/g/#PA0002/b/#PA0003/#PA0004 Kills. effect set player attribute level player 1 variable 3 to exactly 255. effect set player attribute level player 1 variable 2 to exactly 255. effect set player attribute level player 1 variable 1 to exactly 255. This means you can have a repeating message in a myriad of changing colors without making a separate chat for each one.įor example, you want to make a kills counter that changes color for different levels of kills. Since 0-255 is not used and is substituted with "/PA0001", PA is player attribute dynamic number(in this case is a player variable) that can be changed simply by setting player attribute level with triggers.
And the "/r/#PA0001/g/#PA0002/b/#PA0003" is represented as text formatting for setting the color of the message in terms of: /r#(0-255)= red, /g#(0-255)= green, and /b#(0-255)= blue, as the degree of colors for each red green and blue to make in combination to make any color. "You Have 0 Kills"(at the start with # of kills player 1 has, updated every half second in a tutorial box at the top right corner of the screen). In this case it will be for player 1 units killed, so the text will read: Loop a chat message with tutorial box checked and the following text: In a scenario I also found a way to combine text formatting with dynamic numbers.
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