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Floating Text - Create floating text that reads (String((Damage taken))) above Auctioner with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 7.00 seconds
Floating Text - Set the velocity of (Last created floating text) to 32.00 towards 135.00 degrees
DamageEventTrigger

Events


Time - Elapsed game time is 0.01 seconds

Conditions

Actions


Set TempGroup = (Units in (Playable map area))


Unit Group - Pick every unit in TempGroup and do (Actions)



Loop - Actions




Trigger - Add to DamageShowTrigger <gen> the event (Unit - (Picked unit) Takes damage)


Custom script: call DestroyGroup(udg_TempGroup)
DamageEventTrigger2

Events


Unit - A unit enters (Playable map area)

Conditions

Actions


Trigger - Add to DamageShowTrigger <gen> the event (Unit - (Entering unit) Takes damage)
DamageShowTrigger

Events

Conditions

Actions


Set TempPoint = (Position of (Triggering unit))


Floating Text - Create floating text that reads (String((Integer((Damage taken))))) at TempPoint with Z offset 0.00, using font size 7.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency


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


Floating Text - Set the velocity of (Last created floating text) to 20.00 towards 85.00 degrees


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


Custom script: call RemoveLocation(udg_TempPoint)
I need a system that detects when a unit takes damage so I can make a triggered passive that is not abusable (lets say I make a triggered critical strike that does extra damage based on stats, it would be abusable by pressing S (or stop) then right-clicking the enemy and then doing it over and over again not doing any normal damage from attacks but there will be the % chance of the effect being triggered thus making it abusable) If I these systems can be used for what I described tell me.
Thankslol rep
Never thought that was even possible.
