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

      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