Cookiemaster
New Member
- Reaction score
- 36
EDIT2: Problem solved. But it doesn't make sense. ;-;
EDIT: Example: http://img516.imageshack.us/img516/8713/tdasfdsain9.jpg
I made a damage/attack detection system the same way everyone does it, but when there's a lot of combat going on, the text that displays the damage sometimes... just stays there.
I noticed that it only happens on critical hits. (Which is only if TEMP_BOOLEAN[0] Equal to True and if TEMP_BOOLEAN[1] Equal to True.)
Any idea why the text stays there?
This is currently the only trigger that uses floating text so far, so it's pretty weird.
*And yes, I know there's some things still wrong with the trigger, I'm working on that. I'm just wondering why the text doesn't get cleaned up correctly.
EDIT: Example: http://img516.imageshack.us/img516/8713/tdasfdsain9.jpg
I made a damage/attack detection system the same way everyone does it, but when there's a lot of combat going on, the text that displays the damage sometimes... just stays there.
Trigger:
- DTSDetection
- Events
- Conditions
- (Damage taken) Greater than or equal to 1.00
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) has buff DTSBuff ) Equal to True
- Then - Actions
- Set TEMP_REAL[0] = (Damage taken)
- Set TEMP_INTEGER[0] = 0
- Set TEMP_INTEGER[1] = 0
- Unit - Remove DTSBuff buff from (Triggering unit)
- Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + TEMP_REAL[0])
- -------- ///// ------ Combat Arts ------ ///// --------
- -------- Set Level --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of BDSInfo (Heroic) for (Triggering unit)) Equal to 1
- Then - Actions
- Set TEMP_INTEGER[0] = 3
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of BDSInfo (Advanced) for (Triggering unit)) Equal to 1
- Then - Actions
- Set TEMP_INTEGER[0] = 2
- Else - Actions
- Set TEMP_INTEGER[0] = 1
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of BDSInfo (Heroic) for (Damage source)) Equal to 1
- Then - Actions
- Set TEMP_INTEGER[1] = 3
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of BDSInfo (Advanced) for (Damage source)) Equal to 1
- Then - Actions
- Set TEMP_INTEGER[1] = 2
- Else - Actions
- Set TEMP_INTEGER[1] = 1
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- -------- Evasion --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Random integer number between 1 and 100) Less than or equal to (10 + (5 x TEMP_INTEGER[0]))
- Then - Actions
- Set TEMP_REAL[0] = 0.00
- Set TEMP_BOOLEAN[0] = True
- Else - Actions
- Set TEMP_BOOLEAN[0] = False
- If - Conditions
- -------- Critical --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Random integer number between 1 and 100) Less than or equal to (10 + (5 x TEMP_INTEGER[1]))
- Then - Actions
- Set TEMP_REAL[0] = (TEMP_REAL[0] x (1.00 + (Real(TEMP_INTEGER[1]))))
- Set TEMP_BOOLEAN[1] = True
- Else - Actions
- Set TEMP_BOOLEAN[1] = False
- If - Conditions
- -------- Dealing the Damage --------
- Unit - Cause (Damage source) to damage (Triggering unit), dealing TEMP_REAL[0] damage of attack type Chaos and damage type Universal
- -------- Show Numbers --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TEMP_BOOLEAN[0] Equal to True
- Then - Actions
- Floating Text - Create floating text that reads Miss! above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 64.00 towards (80.00 + (Random real number between 0.00 and 70.00)) degrees
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TEMP_BOOLEAN[1] Equal to True
- Then - Actions
- Floating Text - Create floating text that reads ((String((Integer(TEMP_REAL[0])))) + !) above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 64.00 towards (10.00 + ((TEMP_REAL[0] / (Life of (Triggering unit))) x 70.00)) degrees
- Else - Actions
- Floating Text - Create floating text that reads (String((Integer(TEMP_REAL[0])))) above (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 - Set the velocity of (Last created floating text) to 64.00 towards (350.00 - ((TEMP_REAL[0] / (Life of (Triggering unit))) x 160.00)) degrees
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
- Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
- Floating Text - Change (Last created floating text): Disable permanence
- -------- Batter --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TEMP_BOOLEAN[0] Equal to False
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TEMP_INTEGER[1] Equal to 1
- Then - Actions
- Unit - Increase level of DTSArmorDecrease (0,~-40) for (Triggering unit)
- Wait 1.00 game-time seconds
- Unit - Decrease level of DTSArmorDecrease (0,~-40) for (Triggering unit)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TEMP_INTEGER[1] Equal to 2
- Then - Actions
- Unit - Increase level of DTSArmorDecrease (0,~-40) for (Triggering unit)
- Unit - Increase level of DTSArmorDecrease (0,~-40) for (Triggering unit)
- Wait 1.00 game-time seconds
- Unit - Decrease level of DTSArmorDecrease (0,~-40) for (Triggering unit)
- Unit - Decrease level of DTSArmorDecrease (0,~-40) for (Triggering unit)
- Else - Actions
- Unit - Increase level of DTSArmorDecrease (0,~-40) for (Triggering unit)
- Unit - Increase level of DTSArmorDecrease (0,~-40) for (Triggering unit)
- Unit - Increase level of DTSArmorDecrease (0,~-40) for (Triggering unit)
- Wait 1.00 game-time seconds
- Unit - Decrease level of DTSArmorDecrease (0,~-40) for (Triggering unit)
- Unit - Decrease level of DTSArmorDecrease (0,~-40) for (Triggering unit)
- Unit - Decrease level of DTSArmorDecrease (0,~-40) for (Triggering unit)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- If - Conditions
- -------- ///// ------ Combat Arts ------ ///// --------
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
I noticed that it only happens on critical hits. (Which is only if TEMP_BOOLEAN[0] Equal to True and if TEMP_BOOLEAN[1] Equal to True.)
Any idea why the text stays there?
This is currently the only trigger that uses floating text so far, so it's pretty weird.
*And yes, I know there's some things still wrong with the trigger, I'm working on that. I'm just wondering why the text doesn't get cleaned up correctly.