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change playerscore

08-27-2006, 11:54 PM#1
Doomhammer
is there a way to make corrections to the playerscore?

I'd like to set PLAYER_SCORE_GOLD_LOST_UPKEEP and PLAYER_SCORE_ITEMS_GAINED to a custom value.

There are no more functions dealing with the type playerscore than
Collapse JASS:
constant native ConvertPlayerScore (integer i) returns playerscore
GetPlayerScore ()

constant native GetPlayerScore (player whichPlayer, playerscore whichPlayerScore) returns integer

a 'SetPlayerScore' is not included.

Is there still a way to get there?
I mean, there should be a way to change the values of some internal variables...
08-28-2006, 12:01 AM#2
Rising_Dusk
These arent internal variables.
These are the score values displayed at the score screen when the game is over.

You're able to GET them at any given point, but you can't SET them ever.
08-28-2006, 12:57 AM#3
aquilla
You could probably create dummies with a specific point value and remove them instantly to change unit score values. Can't come up with a workaround for what you want to change though, although I could've sworn I had seen something before. Maybe I mixed 'em up with the display player on scorescreen thingy
08-28-2006, 03:35 AM#4
Alevice
I assume that player score is actually calculated every time is requested, not set on a "fixed value".
08-28-2006, 07:25 AM#5
BertTheJasser
@ Alevice: What?
@ Doomhammer: Use 'search'.
08-28-2006, 07:51 AM#6
Anitarf
I was just making a test in a map of mine with two different heroes, one used a lot of dummy casters for it's spell, the other had basic war3 spells, the dummy casters had 0 point value but still after playing a bit and killing 2 heroes with each of them the unit score was much bigger with the first hero (not to mention that even if the unit scores were the same, the detailed stats still said that the first hero created a bunch of units).
08-28-2006, 10:37 AM#7
Doomhammer
I'm sure there is a reason why the playerscores can not be changed like that, but let's not get philosophical here

anyway, thanks for your answers and opinions.
08-29-2006, 07:10 AM#8
BertTheJasser
@Anitarf: This can be avoided (I guess) by createing it for neutral passive, chaniging its owner and before killing/removing set the owner to neutral passive.

Ohh yeah, some of the states, like gold/lumber can be modified by
Collapse JASS:
SetPlayerState takes player whichPlayer, playerstate whichPlayerState, integer value returns nothing
08-29-2006, 02:18 PM#9
Doomhammer
Quote:
Originally Posted by BertTheJasser
Ohh yeah, some of the states, like gold/lumber can be modified by
Collapse JASS:
SetPlayerState takes player whichPlayer, playerstate whichPlayerState, integer value returns nothing

nothing new to me. the only two things I'm still after are:
gold lost to upkeep
and
items gained.

but anyway, that's the last few details of the absolute least importance in my map, and I really doubt I'd ever get to hear sth like "dude I like your map, but the stats don't show correctly how many icons had been purchased by AI players"
08-30-2006, 09:58 AM#10
BertTheJasser
Oh .. well.