can only use real variable when dealing damage to an area?

sunshinex3

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I need to find a way to deal area damage based on a passive ability.
so... what i have so far.... unit cast blink to a point then i have

Unit - Cause (Casting unit) to damage circular area after 0.00 seconds of radius 500.00 at TempPoint, dealing (10.00 x 1.00) damage of attack type Spells and damage type Normal

what i want
dealing damage using arithmetic: 10 x level of this ability for casting unit


problem is arithmetic will only allow me to use real variables not integer.... so how to do this?
 

sunshinex3

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ok found the action it was under conversion

how ever i dont know how it should look exactly...

Set RakshirIntiger = (Level of Power (Tal'darim High Lord) for (Casting unit))
Set RakshirReal = (Real((Level of Power (Tal'darim High Lord) for (Casting unit))))

do i need both of these or just the second one?
 

seph ir oth

Mod'n Dat News Jon
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Setting variables depends on what you're doing ... if you're going to be using it more than once, then yes, set them :)

If you only use it once, it might not be worth setting up a variable (unless it's simply for legibility).

If you don't use it at all, don't bother :)

Cheers!
 

sunshinex3

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I have a blink ability that deals damage to all units in the area targeted. the damage is based on the level of the casting units ability "power" so its unit finishes casting ability then pick all units in 600 area and deal damage = to 10 x level of casting units power ability.

Code:
Brink Damage
    Events
        Unit - A unit Finishes casting an ability
    Conditions
        (Ability being cast) Equal to Brink (Tal'darim Highlord)
    Actions
        Set TempPoint = (Target point of ability being cast)
        Set RakshirIntiger = (Level of Power (Tal'darim High Lord) for (Casting unit))
        Set RakshirReal = (Real((Level of Power (Tal'darim High Lord) for (Casting unit))))
        Unit Group - Pick every unit in (Units within 700.00 of TempPoint matching (((Owner of (Picked unit)) is in (All enemies of (Owner of (Casting unit)))) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Cause (Casting unit) to damage (Picked unit), dealing (10.00 x RakshirReal) damage of attack type Spells and damage type Lightning
        Custom script:   call RemoveLocation (udg_TempPoint)

is this right? i doesn't work what am i missing??
 

sunshinex3

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FOUND IT...

not sure why but the problem was with unit finishes casting ability event....

it needed to be starts to cast.... not sure why... i had another trigger for the same ability that works just fine with finishes casting... well what ever this is better than that.

This works!! blink ability that does area damage!
Code:
Brink Damage
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Brink (Tal'darim Highlord)
    Actions
        Set TempPoint = (Target point of ability being cast)
        Set RakshirReal = (Real((Level of Power (Tal'darim High Lord) for (Casting unit))))
        Set RakshirIntiger = (Level of Power (Tal'darim High Lord) for (Casting unit))
        Unit Group - Pick every unit in (Units within 700.00 of TempPoint) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True
                    Then - Actions
                        Unit - Cause (Casting unit) to damage (Picked unit), dealing (10.00 x RakshirReal) damage of attack type Spells and damage type Lightning
                    Else - Actions
                        Do nothing
        Custom script:   call RemoveLocation (udg_TempPoint)
 

Accname

2D-Graphics enthusiast
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You should use "Starts the effect of an ability".
The problem with "Finishes Casting an Ability" is that by the time the ability has finished casting the (Target point of ability being cast) doesnt exist anymore. The ability is over. There is no target point. That is why your previous trigger didnt work the way you wanted it to. It probably dealt damage to units around the center of the map because that is the default location if a point does not exist.
 

sunshinex3

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wow yea you right i noticed the switch in the middle was hit and i didnt know why.... nice call
 
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