Hello everyone, second post on this wonderful page, this is the doubt:
I am working on a RPG map for 1 player where he controls 4 heroes, a warrior, an archer, a rogue and a priest.
I installed on the map the GUI-Friendly Damage Detection v1.2.1 (Custom damage floating text made by Weep), and then Floating Text - Damage&Spells v2 (Floating Text - Damage & Spells v2 made by Juliano), with that I could show with red floating text the damage that heroes do to creeps, and with a green floating text the damage that the creeps do to heroes, they also show floating text with the skills they use.
From now, greetings and thanks for your attention and I hope you can help me
Here's the triggers i use for showing floating text:
I am working on a RPG map for 1 player where he controls 4 heroes, a warrior, an archer, a rogue and a priest.
I installed on the map the GUI-Friendly Damage Detection v1.2.1 (Custom damage floating text made by Weep), and then Floating Text - Damage&Spells v2 (Floating Text - Damage & Spells v2 made by Juliano), with that I could show with red floating text the damage that heroes do to creeps, and with a green floating text the damage that the creeps do to heroes, they also show floating text with the skills they use.
- What I want is to differentiate with colors the origin of the damage, that is, if the damage done by the heroes to the creeps is physical, show red floating text with the amount of damage done, if the damage was done by a spell then shows the floating text with another color, if it was a critical hit the floating text appears a bit larger in yellow and with a "!" in the end, if the attack was evaded, shows a "dodged", that's the idea.
From now, greetings and thanks for your attention and I hope you can help me
Here's the triggers i use for showing floating text:
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Configuration
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Acontecimientos
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Map initialization
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Condiciones
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Acciones
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Set tempGroup = (Units in (Playable map area))
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Grupo de unidad - Pick every unit in tempGroup and do (Detonador - Add to Floating Spell Name <gen> the event (Unidad - (Picked unit) Inicia el efecto de una habilidad))
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Custom script: call DestroyGroup(udg_tempGroup)
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-------- Configure the duration and size of the floating texts --------
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Set Text_Duration = 1.75
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Set TextSize_dmg = 9.00
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Set TextSize_spells = 11.00
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-------- - --------
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-------- These are strings to make the floating texts use the matching players colors --------
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-------- Neutral Hostile will be using white --------
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Set PlayerColors[1] = |c00FF0303
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Set PlayerColors[2] = |c000042FF
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Set PlayerColors[3] = |c001CE6B9
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Set PlayerColors[4] = |c00540081
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Set PlayerColors[5] = |c00FFFC01
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Set PlayerColors[6] = |c00fEBA0E
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Set PlayerColors[7] = |c0020C000
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Set PlayerColors[8] = |c00E55BB0
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Set PlayerColors[9] = |c00959697
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Set PlayerColors[10] = |c007EBFF1
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Set PlayerColors[11] = |c00106246
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Set PlayerColors[12] = |c004E2A04
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Set PlayerColors[13] = |c0020C000
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Set PlayerColors[14] = |c0020C000
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Set PlayerColors[15] = |c0020C000
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Set PlayerColors[16] = |c0020C000
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Set PlayerColors[17] = |c0020C000
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Set PlayerColors[18] = |c0020C000
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Set PlayerColors[19] = |c0020C000
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Set PlayerColors[20] = |c0020C000
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Set PlayerColors[21] = |c0020C000
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Set PlayerColors[22] = |c0020C000
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Set PlayerColors[23] = |c0020C000
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Set PlayerColors[24] = |c0020C000
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Set PlayerColors[25] = |c0020C000
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Set PlayerColors[26] = |c0020C000
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Set PlayerColors[27] = |c0020C000
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Set PlayerColors[28] = |c0020C000
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Configuration2
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Acontecimientos
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Unidad - A unit enters (Playable map area)
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Condiciones
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Acciones
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Detonador - Add to Floating Spell Name <gen> the event (Unidad - (Triggering unit) Inicia el efecto de una habilidad)
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Floating Spell Name
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Acontecimientos
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Condiciones
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(Unit-type of (Triggering unit)) No igual a Campesino
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Acciones
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Texto flotante - Create floating text that reads (PlayerColors[(Player number of (Owner of (Triggering unit)))] + (Name of (Ability being cast))) above (Triggering unit) with Z offset 0.00, using font size TextSize_spells, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Texto flotante - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
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Texto flotante - Change (Last created floating text): Desactivar permanence
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Texto flotante - Change the lifespan of (Last created floating text) to Text_Duration seconds
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Texto flotante - Change the fading age of (Last created floating text) to 0.65 seconds
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Floating Damage Taken
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Acontecimientos
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Partida - GDD_Event becomes Igual a 0.00
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Condiciones
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GDD_Damage Mayor que 1.00
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Acciones
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Texto flotante - Create floating text that reads (PlayerColors[(Player number of (Owner of GDD_DamageSource))] + (String((Integer(GDD_Damage))))) above GDD_DamagedUnit with Z offset 0.00, using font size TextSize_dmg, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Texto flotante - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
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Texto flotante - Change (Last created floating text): Desactivar permanence
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Texto flotante - Change the lifespan of (Last created floating text) to Text_Duration seconds
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Texto flotante - Change the fading age of (Last created floating text) to 0.65 seconds
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