How can I make text appear (I know the tirgger for the text) when a Critical Strike hits? I need to know this for an important spell, the thing is I don't know how to make Text appear instead of Numbers when a critical strike hits... Help plz.
Yeah but how do I make it appear instead of the Critical Number, and how do I let the trigger know when to do it, which is when the critical % is true...
Like daelin said, this has to be triggered. All you do is make a trigger to detect when a unit is attacked, then (for most units this should work) wait 0.1 seconds adn deal the actual bonus damage you would deal and get it to create a floating text.........Perhaps i better just post how i did it (it's pretty much flawlwess my trigger)
My trigger
Inferno damage Events Unit - A unit Is attacked Conditions (Attacking unit) Equal to Earth Dragoon 0013 <gen> Actions Set InfernoDamageStore = 0.00 Set InfernoDamageStore = (InfernoBidedDamage x (Random real number between (0.01 + (0.01 x (Real((Level of Inferno (activatable) for Earth Dragoon 0013 <gen>))))) and (0.01 + (0.02 x (Real((Level of Inferno (activatable) for Earth Dragoon 0013 <gen>))))))) Set InfernoBidedDamage = (InfernoBidedDamage - InfernoDamageStore) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions InfernoArrayIncreaser Equal to 100 Then - Actions Set InfernoArrayIncreaser = 0 Else - Actions Set InfernoArrayIncreaser = (InfernoArrayIncreaser + 1) Wait 0.10 seconds Unit - Order Earth Dragoon 0013 <gen> to damage (Attacked unit) for InfernoDamageStore using attack type Hero and damage type Fire. If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions InfernoDamageStore Less than or equal to 0.00 Then - Actions Do nothing Else - Actions Floating Text - Create floating text that reads (Inferno + !) at (Position of (Attacked unit)) with Z offset 100.00, using font size 9.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency Set InfernoDmgBonusFT[InfernoArrayIncreaser] = (Last created floating text) Floating Text - Set the velocity of InfernoDmgBonusFT[InfernoArrayIncreaser] to 64.00 towards 90.00 degrees Floating Text - Change permanent state of InfernoDmgBonusFT[InfernoArrayIncreaser] to Disable Floating Text - Change the lifespan of InfernoDmgBonusFT[InfernoArrayIncreaser] to 2.00
Just pay attention to the wait, the damage dealt and the floating text triggers as well as the variables associated with them.
One more thing, i only got mine to show the words if he dealt extra damage. For your's you're actually gonna have to make a %chance command instead but you'll still have to make the array so you don't get any leaks with the floating texts. Still you array doesn't need to be more than 2 (even though i just wanna make sure and i figured 100 was a nice number)
Aside from that copy the floating text functions to make sure your floating texts works properly and is removed properly.
That's pretty much it; your's will look smaller than this but really it's a simple trigger that works...so yeah. GL with urs
The thing is that the Attacking Unit works before the unit is actually damaged. I hate it that An Unit is Damaged doesn't exist for all units and only for certain ones. I will try to make a system since I want to make some sort of Conversion spell which activates specifically when an unit is damaged.