I have this trigger for floating text. During a duel the floating HP% flashes but it isnt clear enough(Not smooth enough) and also it doesn't get destroyed after the duel ends.
Is there a better way?
Code:
Events
Time - Every 0.05 seconds of game time
Conditions
Duel Equal to True
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Floating Text - Destroy FT_Hero_life[(Integer A)]
Floating Text - Create floating text that reads ((String((Percentage life of Hero[(Integer A)]))) + %) above Hero[(Integer A)] with Z offset 0.00, using font size 10.00, color ((100.00 - (Percentage life of Hero[(Integer A)]))%, (Percentage life of Hero[(Integer A)])%, 0.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 0.05 seconds
Floating Text - Change the fading age of (Last created floating text) to 0.00 seconds
Set FT_Hero_life[(Integer A)] = (Last created floating text)
Is there a better way?