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Events
DamageEvent becomes equal to 1.00
Actions
Display text message to all players: "Real(DamageEventAmount)"
guys, what sould i change in this system for custom "attack types", for example
Fire attack (chaos type) deals more damage to nature armor (fortified) but deals less damage to Water armor (Divine)?
or to change the damage to the warcraft modified gameplay constants?
because i already changed all the warcraft gameplay constants to the % i want...
i just need to show the damage, the heal, critical or miss...
nothing more...
If you use a DDS but don't change the damage, that's all that you need.i mean, in this damage system that JakeZinc sent me, where i can turn off the "custom damage" and let the warcraft normal damage be done... and show that damage.
Actions

Floating Text - Create floating text that reads "TEXT GOES HERE" above (Some Unit) with Z offset 0.00, using font size 20.00, 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 90.00 degrees

Floating Text - Change (Last created floating text): Disable permanence

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
For that you need Damage Engine.COOL!!
now its working just fine!
guys one more thing to be perfect! there is a way to use a condition linked to the type of attack? like :
if Type of attack of attacking unit == Siege
then
change text = red
else
You would need to import the Damage Engine category into your map. If you want to also include support for compatibility with Weep's DDS, I have included that as well.humm but what part of damage engine i should import ONLY to get that? i just need to know the type of damage... any idea?
I thought the one made by @looking_for_help is Newer/Better.Damage Engine 5.5.0.0
It's GUI friendly and (I think) it's the most featured damage detection system we have here.
