Its like this: Take base damage,
Roll <Attack number of dice> Dice, that have <Attack number of sides per die> sides, add up the numbers and add them to base damage.
So If I have base damage 10 and Attack number of dice is 2 and sides per die is 6, then I my damage range would be from 12-24.
Please wait while I look over these.
Two notes:
1. They're easier to read when in tags.
2. ZOMG TRIPLE POST!?!?!?!
EDIT:
[CODE]
Unit - Cause Caster[(Player number of (Owner of (Damage source)))] to damage (Picked unit), dealing (Random real number between (150.00 + (2.00 x...
I wouldn't advise using WEU, because many people have reported having corruption problems with it. Locust is the only way to make it unselectable, and yes you can order it to do things and kill it and pretty much everything else. The only problem is that it isn't counted in Pick Every Unit...
1. You will need to use an object motion system, like the Particle system, Simple Entity Engine, or MaDOS. They can all be found at hil ton.gw.oicc am.com .
2. The quillboar's missile looks cool as a bullet.
Textmacros are basically automatic copy-and-pastes with different values.
Exampel:
//! textmacro mynameis takes name
function MyNameIs$name$ takes nothing returns nothing
return "Hello, my name is $name$!"
endfunction
//! endtextmacro
//! runtextmacro mynameis("Peter")
//! runtextmacro...
Well, I find it easier to create structs for specific purposes. If I made that, I would probably make one struct to control the blast and another to control vortexes. When the spell is cast, create a new instance of the blast struct, and then for every unit it touches, create vortex structs.