Trigger - Add to (This trigger) the event (Unit - (Entering unit) Takes damage)
Trigger:
Damage Text
Events
Conditions
Actions
Floating Text - Create floating text that reads (String((Damage taken))) at (Position of (Triggering unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Enable permanence
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Floating Text - Change the age of (Last created floating text) to 2.00 seconds
Because the first trigger adds the event "(Entering Unit) Takes Damage" to the second trigger. So in essence, both triggers do have an event. Be wary though that the second trigger will not work for pre-placed units.
What he gave you should work, though.
Just make sure you change the (This Trigger) part of the first trigger to (Damage Text)
I can't find:
Floating Text - Create floating text that reads (String((Damage taken))) at (Position of (Triggering unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Can't find the String((Damage taken)))
KK, what happens now is that it create the text, it doesn't slowly move upwards, it doesn't dissappear and it isn't a whole number.
Trigger:
Damage Text 1
Events
Unit - A unit enters (Entire map)
Conditions
Actions
Trigger - Add to Damage Text 2 <gen> the event (Unit - (Entering unit) Takes damage)
Trigger:
Damage Text 2
Events
Conditions
Actions
Floating Text - Create floating text that reads (String((Damage taken))) at (Position of (Triggering unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Enable permanence
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Floating Text - Change the age of (Last created floating text) to 2.00 seconds
Why don't you simply make a custom "Critical Strike" ability.
And then just set the multiplier to 1.0 and change to proc to 100% ?
That way there'll always appear red text when you attack
(Note: To make it non-visible for the Hero which has it, addd it to a spellbook and disable it )
Im not sure that the event is Unit enters PMA, it should be Unit is attacked?? And on the first explanation you say "Add to (This trigger)", it should be to the displayer trigger.
To make the text disappear, on the "Floating Text - enable permanence" line, you need to change it from enable to disable for the permanence.
Edit: Also, use the change lifespan function, not change age, that will remove the text. And if you want a whole number, not a decimal, use convert integer to string, and since damage taken is not under that, inside the convert integer to string, go to convert real to integer, that will make it a whole number. The reason for that is b/c a "real" is a float, or decimal number, where as integers are always whole numbers. Converting it from a real to an integer first makes the computer round it to a whole number to be displayed.
To make it a whole number you
Convert string to integer
Convert integer to real
Use damage taken
so it'll look like:
(String(Integer(Damage Taken))) to make it fly upwards u use:
Trigger:
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
Ghan has said he has fixed this. Monovertex please confirm this fix. This was only a problem with people that had signatures in the upper levels like not the special members but the respected members.