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Floating Text - Damage&Spells v2

Submitted by Juliano
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
A simple yet very useful system made from scratch mainly for my Arena map, but also looks good in RPG's or other maps.The triggering is pretty simple but I think this is pretty useful.

Creates floating texts whenever a unit takes damage or casts a spell, pretty self explaining, but check the map to see it in action!
-Player colored floating texts
-Can be configured
-MUI
-MPI
-Now Leakless

Changelog v2

-Now uses Weep's damage detection to prevent leaks
-Added an example condition to prevent dummies from showing text on casting spells


Triggers

  • Configuration
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set tempGroup = (Units in (Playable map area))
      • Unit Group - Pick every unit in tempGroup and do (Trigger - Add to Floating Spell Name <gen> the event (Unit - (Picked unit) Starts the effect of an ability))
      • Custom script: call DestroyGroup(udg_tempGroup)
      • -------- Configure the duration and size of the floating texts --------
      • Set Text_Duration = 2.00
      • Set TextSize_dmg = 7.50
      • Set TextSize_spells = 10.00
      • -------- - --------
      • -------- These are strings to make the floating texts use the matching players colors --------
      • -------- Neutral Hostile will be using white --------
      • Set PlayerColors[1] = |c00FF0303
      • Set PlayerColors[2] = |c000042FF
      • Set PlayerColors[3] = |c001CE6B9
      • Set PlayerColors[4] = |c00540081
      • Set PlayerColors[5] = |c00FFFC01
      • Set PlayerColors[6] = |c00fEBA0E
      • Set PlayerColors[7] = |c0020C000
      • Set PlayerColors[8] = |c00E55BB0
      • Set PlayerColors[9] = |c00959697
      • Set PlayerColors[10] = |c007EBFF1
      • Set PlayerColors[11] = |c00106246
      • Set PlayerColors[12] = |c004E2A04


  • Configuration2
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Trigger - Add to Floating Spell Name <gen> the event (Unit - (Triggering unit) Starts the effect of an ability)


  • Floating Spell Name
    • Events
    • Conditions
      • (Unit-type of (Triggering unit)) Not equal to dummy unit (example)
    • Actions
      • Floating Text - 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
      • Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to Text_Duration seconds
      • Floating Text - Change the fading age of (Last created floating text) to 0.65 seconds


  • Floating Damage Taken
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • GDD_Damage Greater than 1.00
    • Actions
      • Floating Text - 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
      • Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to Text_Duration seconds
      • Floating Text - Change the fading age of (Last created floating text) to 0.65 seconds





Keywords:
system, floating text, floating, text, damage, spell, magic, color, player, colored, rpg, arena, cleaving, AoE
Contents

Floating Text - Damage&Spells v2 (Map)

Reviews
Moderator
12th Dec 2015 IcemanBo: Too long time as NeedsFix. Rejected. 13:08, 30th May 2011 Maker: You're registering the event even for units that can't cast abilities. Why do you register the event for all units, why not use Unit - A unit Starts the...
  1. 12th Dec 2015
    IcemanBo: Too long time as NeedsFix. Rejected.

    13:08, 30th May 2011
    Maker:
    You're registering the event even for units that can't cast abilities.
    Why do you register the event for all units, why not use Unit - A unit Starts the effect of an ability event
    ?
     
  2. Marsal

    Marsal

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    post the triggers
     
  3. SpasMaster

    SpasMaster

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    My thoughts on this System:

    [+]From what I see, it's leakless.
    [+]It's properley working, and it's not causing bugs.
    [+]I like the hovering spell names!
    [+]Easy to understand and import.
    [+]The hovering damage has it color set to the one who is doing the damage.

    [=]Healing could be added. Would be cool.

    5/5 from me. Getting it in my map in no time. Credits will be given :)
     
  4. .VTZ.

    .VTZ.

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    Best Dmg System i haved seen (pwn any vJass Sys)
    5/5
    My rewiew is the same
    [+]From what I see, it's leakless.
    [+]It's properley working, and it's not causing bugs.
    [+]I like the hovering spell names!
    [+]Easy to understand and import.
    [+]The hovering damage has it color set to the one who is doing the damage.

    [=]Healing could be added. Would be cool.

    5/5 from me. Getting it in my map in no time. Credits will be given :)
     
  5. Magtheridon96

    Magtheridon96

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    gj
    5/5 from me:
    -Leakless
    -Bugless
    -Easy to Import
    -Elegant
    -Lagless


    But there's one problem: If neutral hostile attacked you. Just fix that by adding an exta variable declaration :p
     
    Last edited: Jan 30, 2011
  6. Juliano

    Juliano

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    Thanks for the comments, I'll be posting the triggers there in a minute.
    EDIT: posted the triggers in the description

    Mabster
    If neutral hostile attacks you, the color is white, because black(original color) is almost unreadable depending on the tilesets.
     
  7. iAyanami

    iAyanami

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    It isn't leakless. Your method of setting up "Any unit takes damage" leaks trigger event. This can be solved via JASS, though I'm not sure if it can be done in GUI.
     
  8. 88WaRCraFT3

    88WaRCraFT3

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    Well it's okey i'll give 5/5 because all did, but in my opinion it's so easy and simple.
     
  9. Magtheridon96

    Magtheridon96

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    Juliano,
    That really helped me just now. thanks. :) +rep
     
  10. Catch_ya

    Catch_ya

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    Of course it pwns any vJass/Jass system for a GUI user because its harder for you to configure Jass. GUI will never be able to "own" Jass. Not that this isn't a good system, from what I can see the system looks good.

    But it leaks when you register the "unit takes damage".
     
  11. Adiktuz

    Adiktuz

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    this leaks when the units registered dies... not to say that there is another very easy to use GUI-usable DDS on hive which pawns this...
     
  12. Juliano

    Juliano

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    iAyanami and Catch_ya
    Cant it be fixed via custom scripts? Never heard of this 'event' leaking though...

    Adiktuz
    Can you give me the link of the other system? I'd like to learn from it, if its better.
     
  13. Adiktuz

    Adiktuz

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    it was actually in vJASS but it requires no jass knowledge to be used as its meant for GUI users. And it supports different actions that would fire on the damage event... search for it, it was GUI friendly damage detection by Weep...
     
  14. iAyanami

    iAyanami

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    Here's how an event leak occurs (quoted from Weep).

     
  15. -Kobas-

    -Kobas-

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    You miss conditions to hide floating text if for example dummy unit cast spell.
     
  16. Juliano

    Juliano

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    Updated the spell, now the system uses Weep's Damage Detection to clean the leaks on the event when a unit takes damage, also added a condition to prevent dummy floating text creation, as suggested by kobas.
     
  17. Adiktuz

    Adiktuz

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    I don't see the use of this system, its just a very simple implementation of Weep's system...
     
  18. Juliano

    Juliano

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    I implemented Weep's system just to make it leakless.

    I haven't found any other system like this one uploaded in hive and I have no doubt some people will find good use of it, since it can be used almost in any map.

    Also, I don't think it needs to be complicated to be useful, since most of our community doesn't know much on triggering.
     
  19. andre5913

    andre5913

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    I haven't noticed any leaking when unit dies , and i 'm getting any other errors , ii bote for aproval