Integer Problem

Happysmiley

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I've made a healing ability which is based on channel, with a loop from 1 to 2 creating dummy units which cast the real spell (based on acid bomb) - Well I think you can figure most out just by reading the code:

Trigger:
  • Penance
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
    • Actions
      • Set PenanceUnit = (Casting unit)
      • Set PenanceUnitTarget = (Target unit of ability being cast)
      • Set Point1 = (Position of (Casting unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Penance
          • (Level of (Ability being cast) for PenanceUnit) Equal to 1
        • Then - Actions
          • For each (Integer A) from 1 to 2, do (Actions)
            • Loop - Actions
              • Set PenanceFloat = ((Integer((Random real number between 25.00 and 32.00))) + ((Intelligence of PenanceUnit (Include bonuses)) x (Integer(0.70))))
              • Set PenanceFloat1 = ((Integer((Random real number between 25.00 and 32.00))) + ((Intelligence of PenanceUnit (Include bonuses)) x (Integer(20.00))))
              • Unit - Create 1 Penance Dummy for (Owner of PenanceUnit) at Point1 facing (Position of PenanceUnitTarget)
              • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
              • Unit - Add PenanceDummy to (Last created unit)
              • Unit - Order (Last created unit) to Neutral Alchemist - Acid Bomb PenanceUnitTarget
              • Unit - Set life of PenanceUnitTarget to ((Life of PenanceUnitTarget) + (Real(PenanceFloat)))
              • Unit - Kill (Last created unit)
              • Floating Text - Create floating text that reads (String(PenanceFloat)) at (Position of PenanceUnitTarget) with Z offset 170.00, using font size 12.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
              • Floating Text - Set the velocity of (Last created floating text) to 90.00 towards 90.00 degrees
              • Wait 0.80 seconds
          • Custom script: call RemoveLocation (udg_Point1)
        • Else - Actions
          • Do nothing


My problem is this: The "+ ((Intelligence of PenanceUnit (Include bonuses)) x (Integer(3.00))))" part of the integer value doesn't seem to count, since when I test it in my map, neither the floating text shows more than 25-32 nor the units health (Yes, the unit has enough intelligence for it to be noticable). A strange thing though, when I increase the x (Integer(0.70)) to 20 instead, the first floating text shows 190 as it should but the second only between 25-32...

I'm am really confused here, so I though I might state my problem here on this forum where people know a lot more than me :)

Thanks on behalf
 

Happysmiley

New Member
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The "+ ((Intelligence of PenanceUnit (Include bonuses)) x (Integer(3.00))))" part of the integer value doesn't seem to count, since when I test it in my map

Ops, it should be 0.70, just copied the code from ME right after testing with 3.00 and forgot to change it here :p

I'll try with real, brb

No effect :(, first heal 56, second 29 (should have both been around 56)

EDIT: FIXED! I think my loop screwed the variable, probably because it was called twice. What I did was use the second variable, removed the loop and set the second dummy's spell to call PenanceFloat1 instead.

EDIT: Second problem solved also, as you might have said, an integer number is rounded down, and since I set a conversion from real to integer (0.7) WE rounded it down to zero, giving no effect. nice :)
 

vypur85

Hibernate
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803
Suggestions:
  • Use Custom Variable Loop (not Integer A or B). It works better with waits.
  • Use Starts the effect of an ability. Your current event does not contain 'Target unit ability being cast' event response.
  • 'Ability being cast Equal...' is best put at the primary condition. Otherwise you may face problems.
  • 'Custom script: call RemoveLocation (udg_Point1)' should be place outside the loop. Not within the loop. Just use your imagination why it cannot be inside. Point1 seems quite useless since you didn't really use it.
  • Remove 'Kill (Last created unit)' for obvious reason. It defeats the purpose of you adding the expiration timer.

I guess that's all.
 

Happysmiley

New Member
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22
Yeah, I know it's abit unpolished :) I just wanted it to work before I started refining it since I've spent a few days with it.

Set PenanceUnitTarget = (Target unit of ability being cast) is my 'Target unit of ability being cast' btw

Oh, and I forgot to say I already deleted the loop since it messed up my dummies ^^

Thanks though for pointing those things out, I'll get to work right away.

+Rep
 

bOb666777

Stand against the ugly world domination face!
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Sorry for being too lazy to read the whole thread but,
Integer(0.70) returns 0.
Integer(Number) simply cuts off the decimal part.
 

Moridin

Snow Leopard
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144
^ Keep it as a real so it gets multiplied by 0.7 and then in the END convert it to Integer to knock off the decimal point.
 
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