Floating Text - Damage

Ub3r_

New Member
Reaction score
4
I was wondering how I could make floating text aoppear near the targetted unit saying how much damage is caused when the ability is cast. I want it to look like the critical strike text/font. Thanks.

Code:
Right Jab
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Right Jab 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Right Jab  for (Casting unit)) Equal to 1
            Then - Actions
                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Casting unit) (Include bonuses)))) x 2.00) damage of attack type Chaos and damage type Normal
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Right Jab  for (Casting unit)) Equal to 2
            Then - Actions
                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Casting unit) (Include bonuses)))) x 2.20) damage of attack type Chaos and damage type Normal
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Right Jab  for (Casting unit)) Equal to 3
            Then - Actions
                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Casting unit) (Include bonuses)))) x 2.60) damage of attack type Chaos and damage type Normal
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Right Jab  for (Casting unit)) Equal to 4
            Then - Actions
                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Casting unit) (Include bonuses)))) x 2.90) damage of attack type Chaos and damage type Normal
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Right Jab  for (Casting unit)) Equal to 5
            Then - Actions
                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Casting unit) (Include bonuses)))) x 3.30) damage of attack type Chaos and damage type Normal
            Else - Actions
 

FireBladesX

Eating my wings!
Reaction score
123
Do you know how to make a Unit takes damage trigger?
Basically, when a unit enters Playable Map Area, you do
Trigger - add event to DamageTrigger <gen> the event (Entering Unit takes damage).

Then, in the damage trigger, you can add whatever.



But in this case, plain old red-tinted floating text with an X offset of about -15 and a velocity of 64, 6 duration, 3 fade time should do the trick.
It would be easiest to set a temporary real variable, then damage the unit and display the matching text in that fashion.
 

Ub3r_

New Member
Reaction score
4
Do you know how to make a Unit takes damage trigger?
Basically, when a unit enters Playable Map Area, you do
Trigger - add event to DamageTrigger <gen> the event (Entering Unit takes damage).

Then, in the damage trigger, you can add whatever.



But in this case, plain old red-tinted floating text with an X offset of about -15 and a velocity of 64, 6 duration, 3 fade time should do the trick.
It would be easiest to set a temporary real variable, then damage the unit and display the matching text in that fashion.

No I don't know how to make one. Doesn't that have something to do with WEU though? If you can supply me a trihher for this or just a simple action, that'd be excellent.
 

cleeezzz

The Undead Ranger.
Reaction score
268
no it does not use WEU, and never use WEU.

Code:
Add Events
    Events
        Time - Elapsed game time is 0.50 seconds
    Conditions
    Actions
        Set Temporary_Group = (Units in PlayableMapArea)
        Unit Group - Pick every unit in Temporary_Group and do (Actions)
            Loop - Actions
                Trigger - Add to Bow Damage Plus <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Mana Burn <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Starfall <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Damage Add <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Critical <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Fire Bow <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Ice Bow <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Lightning Bow <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Lifesteal <gen> the event (Unit - (Picked unit) Takes damage)
        Custom script:   call DestroyGroup(udg_Temporary_Group)

Code:
Add Events 2
    Events
        Unit - A unit enters (Playable map area)
    Conditions
        (Unit-type of (Triggering unit)) Not equal to Archer Goddess (AI)
    Actions
        Trigger - Add to Bow Damage Plus <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Mana Burn <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Starfall <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Damage Add <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Critical <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Fire Bow <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Ice Bow <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Lightning Bow <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Lifesteal <gen> the event (Unit - (Triggering unit) Takes damage)

taken from my own map, basically, every time a unit enters playable map area, an event will be added to your trigger. This will allow you to use "Damage Taken"
 

Ub3r_

New Member
Reaction score
4
no it does not use WEU, and never use WEU.

Code:
Add Events
    Events
        Time - Elapsed game time is 0.50 seconds
    Conditions
    Actions
        Set Temporary_Group = (Units in PlayableMapArea)
        Unit Group - Pick every unit in Temporary_Group and do (Actions)
            Loop - Actions
                Trigger - Add to Bow Damage Plus <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Mana Burn <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Starfall <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Damage Add <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Critical <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Fire Bow <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Ice Bow <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Lightning Bow <gen> the event (Unit - (Picked unit) Takes damage)
                Trigger - Add to Lifesteal <gen> the event (Unit - (Picked unit) Takes damage)
        Custom script:   call DestroyGroup(udg_Temporary_Group)

Code:
Add Events 2
    Events
        Unit - A unit enters (Playable map area)
    Conditions
        (Unit-type of (Triggering unit)) Not equal to Archer Goddess (AI)
    Actions
        Trigger - Add to Bow Damage Plus <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Mana Burn <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Starfall <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Damage Add <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Critical <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Fire Bow <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Ice Bow <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Lightning Bow <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Lifesteal <gen> the event (Unit - (Triggering unit) Takes damage)

taken from my own map, basically, every time a unit enters playable map area, an event will be added to your trigger. This will allow you to use "Damage Taken"

I still don't get what you guys mean. All I want it to do is show what damage is dealt when the ability is cast. I think it will be easier for me to understand if someone puts what I need into a trigger.
 

Caedin88

New Member
Reaction score
1
I sujest making the actual ability do zero damage, and have the damage calculated in the trigger... such as

Event : Ability cast

Conditions: Abiltiy = to (My spell)

Actions:

If(Level of MySpell for casting unit == 1)
{
DMG = 200
Create a floating text at location of TargetUnitofAbilityBeingCast displaying (ConvertInteger2String(DMG)).
Set Velocity of last created FloatingText to 16 and 90.
Disable Permanence for last created FloatingText
Set fade life of last created floating text to 4 seconds.
set life span of last created floating text to 5 seconds.
Make casting unit damage TargetUnitofAbilityBeingCast dealing DMG damage.
}

If you don't have the luxery of being able to do this... for example you want to add these numbers for every spell in your game, then you must use one of the other examples given above.
 

Igor_Z

You can change this now in User CP.
Reaction score
61
Make a variable ''Damage Taken'' And make it to show above the targeted unit. I think that is what you need...
 

Ub3r_

New Member
Reaction score
4
I sujest making the actual ability do zero damage, and have the damage calculated in the trigger... such as

Event : Ability cast

Conditions: Abiltiy = to (My spell)

Actions:

If(Level of MySpell for casting unit == 1)
{
DMG = 200
Create a floating text at location of TargetUnitofAbilityBeingCast displaying (ConvertInteger2String(DMG)).
Set Velocity of last created FloatingText to 16 and 90.
Disable Permanence for last created FloatingText
Set fade life of last created floating text to 4 seconds.
set life span of last created floating text to 5 seconds.
Make casting unit damage TargetUnitofAbilityBeingCast dealing DMG damage.
}

If you don't have the luxery of being able to do this... for example you want to add these numbers for every spell in your game, then you must use one of the other examples given above.

Erm I DO calculate the damage in the trigger...
 
General chit-chat
Help Users
  • Ghan Ghan:
    Still lurking
    +3
  • The Helper The Helper:
    I am great and it is fantastic to see you my friend!
    +1
  • The Helper The Helper:
    If you are new to the site please check out the Recipe and Food Forum https://www.thehelper.net/forums/recipes-and-food.220/
  • Monovertex Monovertex:
    How come you're so into recipes lately? Never saw this much interest in this topic in the old days of TH.net
  • Monovertex Monovertex:
    Hmm, how do I change my signature?
  • tom_mai78101 tom_mai78101:
    Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
  • The Helper The Helper:
    I am not big on the recipes I am just promoting them - I use the site as a practice place promoting stuff
    +2
  • Monovertex Monovertex:
    @tom_mai78101 I must be blind. If I go on my profile I don't see any area to edit the signature; If I go to account details (settings) I don't see any signature area either.
  • The Helper The Helper:
    You can get there if you click the bell icon (alerts) and choose preferences from the bottom, signature will be in the menu on the left there https://www.thehelper.net/account/preferences
  • The Helper The Helper:
    I think I need to split the Sci/Tech news forum into 2 one for Science and one for Tech but I am hating all the moving of posts I would have to do
  • The Helper The Helper:
    What is up Old Mountain Shadow?
  • The Helper The Helper:
    Happy Thursday!
    +1
  • Varine Varine:
    Crazy how much 3d printing has come in the last few years. Sad that it's not as easily modifiable though
  • Varine Varine:
    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though
  • Ghan Ghan:
    Heard Houston got hit pretty bad by storms last night. Hope all is well with TH.
  • The Helper The Helper:
    Power back on finally - all is good here no damage
    +2
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    New recipe is another summer dessert Berry and Peach Cheesecake - https://www.thehelper.net/threads/recipe-berry-and-peach-cheesecake.194169/

      The Helper Discord

      Staff online

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top