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[Trigger] Detect how much Health an ability healed ?

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Jan 6, 2008
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  • Healing
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Healing Wave
    • Actions
      • Set HealthHealed = (String((Damage taken)))
      • Floating Text - Create floating text that reads HealthHealed above PLAYER_CONTROLLER with Z offset 0.00, using font size 10.00, color (0.00%, 0.00%, 0.00%), and 0.00% transparency
      • Set Heal = (Last created floating text)
      • Floating Text - Set the velocity of Heal to 256.00 towards 90.00 degrees
      • Floating Text - Change Heal: Disable permanence
      • Floating Text - Change the lifespan of Heal to 0.75 seconds
I got tat trigger, but the problem is that i need to have the "HealthHealed" the amount of health he actually healed. Since im using a Random number for more realistic heals.
Thanks
 
Damage Taken? Wouldn't second that.
Well, apart from the fact that you can display the healing values in the floating text, up to the values of the (level of the healing wave * the base healing amount), if it is a custom heal, you need to make a custom healing wave, up to that GUI Lightning spell, in the Spells section, so that you know when a unit is actually healed by the spell and display that amount [the default healing wave won't let you know, but, if you do have a default healing wave, then you of course have fixed values, so, why don't you display the fixed healing amount, up to the ((Level of (Healing Wave) for (Triggering unit))*X)]?
 
Don't get it. How does your spells works? Whatever the answer is, just set in a variable:
Set HealingAmount = (Random real number between 150 and 225)
Unit - Set life of (Picked unit) to (((Life of (Picked unit)) + HealingAmount)
Floating Text - Create a Floating Text above (Picked unit) with the text "String(HealingAmount)", with Z Offset 0.00.... bla bla
 
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