What this does is sends the Quest Var to some other number in the game that does not store decimals, and when the value is read by a message you don't get the extra 6 zeros, then it has to clear this number so it can be done again. The way I figured out will only require that you have at least 1 extra player space available in the game whose resources won't be used.
1. Open up typetest.xml from ...Age of Mythology\trigger2\ in Notepad and find "Grant Resources", make a blank line below the closing </effect> tag for the Grant Resources effect. I copied two parts from QV Tribute, the line where you input your QV name, and the trQuestVarGet() function so it can use the number, you just have to paste this: You can format it with the tabs if you want. 2. How to set up the effects for your game: You have the effects to set up your QV, for example: Then you add these effects to make the message. You can use any available player, any resource (except for maybe Favor, since that has a limit of 100/200), and which ever mothod of telling the player (message, chat, spoofed chat, etc.) this is an example. Spoofed Chat to player 1: "You just got "+trPlayerResourceCount(3,"Gold")+" Gold from killing an enemy!" Quest Var Modify: QV1 * -1 QV Grant Resources: Player 3, Gold, QV1 This gives the empty Player 3 250 gold, equal to what you wanted to display to the player, reads this to the player, and then clears it. You could do multiple identical values at the same time, by adding the same gold to Player 3 and 4, but only clearing it from Player 3, so the gold value of Player 4 will act as the Total number. So now you don't have to put up with something like "You just got 250.000000 gold, 56.000000 food, and 12.000000 favor from killing an enemy!", or try to make a ton of triggers to convert each number to a message.
<Effect name="QV Grant Resources">
<Param dispName="$$22301$$Player" name="PlayerID" varType="player">0</Param>
<Param dispName="$$22455$$Resource" name="ResName" varType="resource">food</Param>
<Param VarType="string" dispName="$$23952$$Var Name" name="QVName">QV1</Param>
<Command>trPlayerGrantResources(%PlayerID%, "%ResName%", trQuestVarGet("%QVName%"));</Command>
</Effect>
Quest Var Set: QV1 = 50
Quest Var Modify: QV1 * 5
QV Grant Resources: Player 3, Gold, QV1
And then add whatever else you need to.