Maybe this is a help
Trigger:
- Damage Taken
- Events
- Unit - A unit enters (Playable map area)
- Conditions
- Actions
- Trigger - Add to Ability Damage Done <gen> the event (Unit - (Triggering unit) Takes damage)
Trigger:
- Ability Damage Done
- Events
- Conditions
- Actions
- Set abilitydamage = (Damage taken)
- Floating Text - Create floating text that reads (String(abilitydamage, 3, 0)) above (Attacked unit) with Z offset 0.00, using font size 8.00, 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 90.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
Change real to integer, the real make X.00 integer just set X
Maybe this is a help
Trigger:
- Damage Taken
- Events
- Unit - A unit enters (Playable map area)
- Conditions
- Actions
- Trigger - Add to Ability Damage Done <gen> the event (Unit - (Triggering unit) Takes damage)
Trigger:
- Ability Damage Done
- Events
- Conditions
- Actions
- Set abilitydamage = (Damage taken)
- Floating Text - Create floating text that reads (String(abilitydamage, 3, 0)) above (Attacked unit) with Z offset 0.00, using font size 8.00, 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 90.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
ye. just play around with some conditions to make it only displays hero damage.
Change real to integer, the real make X.00 integer just set X