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View Full Version : [Request] GPM Display



XiledOne
01-19-2010, 06:48 PM
I'm not entirely sure if this is possible, but I would like to see a Gold/Minute display.

I would want the Gold/Min to be shown in the top right as white text so its easy to read, yet doesn't get in the way. Just to the right of the CK/CD counter would be perfect. Something like this:

http://i93.photobucket.com/albums/l77/XiledOne11/HoNScreenshot.jpg

I don't think the GPM would be hard to do given there is a indicator already in the game for your current gold count. I think the only problem would be to make sure it recognized when you spent or lost gold.

Anyways, just something I'd like to see. If it's not to hard, maybe add a ping display as well in the same place, but closer to the Menu button.

I use 1680 X 1050 resolution if it matters at all.

Tenshuu
01-19-2010, 07:08 PM
This should be entirely possible, as well as XP per minute I would think. As long as it's based off of your own hero, since that data is provided for you, you just need a little math work.

MaxGhost
01-19-2010, 07:21 PM
Tracking every single change in gold amount would be super slow and ineffective. I don't think it would be that easy or efficient.

slime
01-19-2010, 09:16 PM
XP per minute shouldn't be too hard at all though. :p

Ignorance
01-19-2010, 10:32 PM
<code tested="1" real="1" name="goldpermin">


<panel
name="money_maker"
color="invisible"
noclick="1"
onload="
CreateInt('goldamount',0);
CreateInt('totalgold',o);
CreateFloat('GPM',0);
CreateInt('matchtime',0);
CreateBool('startout',1);"
watch="PlayerGold"
ontrigger="
If(startout,
Split(
Set('goldamount',param),
Set('startout',0)
)
);
Echo('Player Gold:',param,' Goldamount: ',goldamount,'Total Gold: ',totalgold,'GPM: ',GPM);
If(param gt goldamount,
Set('totalgold',totalgold + param - goldamount)
);
Set('goldamount',param);
Set('GPM',60000*totalgold/matchtime);
"
watch2="MatchTime"
ontrigger2="
Set('matchtime',param0);"
/>
</code>
This is occasionally inaccurate when you buy an item at the same time as you gain one gold. Apparently, you get 68.6 gpm just for being there. This could be fixed by seeing if the difference is a multiple of 5.
Edit: Forgot about selling items. You'll have to put something in there for that. To fix this, you will probably have to use something like Barter's Kongor timer to find if a player gets killed and disable gold generation from when the change is greater than one and that doesn't happen.

XiledOne
01-20-2010, 01:29 PM
edited

BlacRyu
01-20-2010, 07:34 PM
Doesn't the game track total gold spent/lost? Wouldn't it be easier to calculate using that rather than tracking every time it goes up/down?

Ignorance
01-20-2010, 08:11 PM
Doesn't the game track total gold spent/lost? Wouldn't it be easier to calculate using that rather than tracking every time it goes up/down?
I was simply demonstrating that it can be done/one way to do it. If such a watch exists, then that would be a very easy way to do it.

BlacRyu
01-20-2010, 08:19 PM
I was simply demonstrating that it can be done/one way to do it. If such a watch exists, then that would be a very easy way to do it.
Yeah Fair enough, I was just throwing the idea out there since I know those stats are visible to spectators and figured it would be a lot easier and probably more efficient to do it that way. Maybe I'll try to code this myself as an intro to UI modding if I find the time.

CapnKangaroo
01-20-2010, 10:18 PM
like the idea :)

Sylent
01-21-2010, 05:54 PM
Isn't this already in spectator mode? I would assume if it works there, it could work for the User when playing.

Naga
01-22-2010, 07:01 AM
Isn't this already in spectator mode? I would assume if it works there, it could work for the User when playing.
so basically you're saying because the spectator can see it a normal player should see it too? including the whole ****ing map and where all the enemies are located?

funny.

Tenshuu
01-23-2010, 04:12 AM
so basically you're saying because the spectator can see it a normal player should see it too? including the whole ****ing map and where all the enemies are located?

funny.

I think his point was that there is a trigger in spec mode for it, and maybe it's possible that individual players have one that can be used for their own scores in game.