I call call the amount of hitpoints the player currently has, then set this amount to another variable and call the amount of health again, when the current health is lower than the previous (the one in the other variable) then I substract the current health from the previous health and this should give me the amount of damage the player took, then I substract this value from the 'actual health' (the one that's displayed in the hint).
That's basically it.
Here is an open sourced map if you're interested:
http://www.plazmaburst2.com/?s=9&a=&m=darkstar%201-health&id=840842> 'Cur.HP' is the current HP in the original health system.
> 'Prev.HP' is the previous HP in the original health system.
> 'Actual.HP' is the HP in the new health system (displayed in hint).
('Cur2.HP' and 'Prev2.HP are/were the same value as 'Cur.HP' and 'Prev.HP', but meant for calculations, so that 'Cur.HP' and 'Prev.HP' won't change when doing calculations with it)
* The highest trigger sets 'Cur.HP' to the amount of health the player has in the original health system, and sets Actual.HP to the amount of HP you want to give the player in the new system; at start.)
* The lowest two do the calculations.
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When you want to activate a trigger when a player has a certain amount of health, you simply ask the health of the player with the 'Var > Set value of variable 'A' to hitpoints value of player 'B'' trigger action and then 'Var > Continue trigger action execution only if value of variable 'A' is less than
value 'B'' (make sure you don't take this one: 'Var > Continue trigger action execution only if variable 'A' is less than
variable 'B'') 'In action 3-10 type:' you put the trigger you wanted to activate.