divide their agility by 10, 100, 1000, etc depending on the number you want ex. dividing by 100 would move the decimal over 2 places so 45 would become 0.45 and if you divide by 1000 it move 3 spots making 45 = 0.045 (in essence every 0 move your decimal over to the left 1 spot
so it would be something like set agility of (triggering unit) = to ((agility of (triggering unit)) / 100)
The program will not round up the values for you. Conversion of 3.501 will return 3.
Same goes for the attribute thing. A value of 0.989, for example, will be converted to 0 as integer.
Then again, I'm not too sure if I understand what the thread poster really wants.
All I wanted was an acceleration for a flying/driving trigger. I used Move (Picked Unit) instantly to (Position of (Picked Unit) offset by (((Real((Agility) of (Picked Unit) (Include) bonuses)) / (100)) towards (Facing of Picked Unit) degrees.
I couldn't have 50 agility or it would be insanely fast, so I needed a way to put it to 0.50, etc.
It's working wonderfully now and I'm quite satisfied with it
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