Rage System

RoarMan

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So I'm having a bit of a problem with this rage system I have. Basically I'm using wood as rage and whenever a unit takes damage, he gains a percent of the damage in rage. Also you can't go over 100 rage. The problem is, it doesn't work. When a unit is damaged, he doesn't gain rage. (BTW this is based off Chocobo's damage detection system.)

Code:
Detect Unit
    Events
        Unit - A unit enters (Playable map area)
    Conditions
    Actions
        Trigger - Add to Show Damages <gen> the event (Unit - (Triggering unit) Takes damage)
        Trigger - Add to Rage <gen> the event (Unit - (Triggering unit) Takes damage)

Code:
Rage
    Events
    Conditions
    Actions
        Player - Add ((Integer(0.10)) x (Integer((Damage taken)))) to (Owner of (Damage source)) Current lumber
        Player - Add ((Integer(0.10)) x (Integer((Damage taken)))) to (Owner of (Triggering unit)) Current lumber

Code:
Hero Dies
    Events
        Unit - A unit Dies
    Conditions
        ((Triggering unit) is A Hero) Equal to True
    Actions
        Player - Set (Owner of (Triggering unit)) Current lumber to 0

Code:
Rage Degen
    Events
        Time - Every 3.00 seconds of game time
    Conditions
    Actions
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) Current lumber) Greater than 0
                    Then - Actions
                        Player - Add -1 to (Picked player) Current lumber
                    Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) Current lumber) Greater than or equal to 100
                    Then - Actions
                        Player - Set (Picked player) Current lumber to 100
                    Else - Actions
 
The first trigger adds an event to "Show Damages".
There's no Show Damages trigger.
Also, you don't need to screenshot your triggers, just use tags.
Read more about that here.
 
Oh the show damage thing was already changed to Rage. I'll edit my post accordingly to your thing.
 
> (Integer(0.10)
This is rounded to 0, so basically you multiply some value by 0. Why not convert the whole result to integer, not the two one by one?
 
I would make a dummy spell with hundred levels instead of using lumber... but thats just an advice. you can disable the abilty for all players so it wont show anything at all, except when you decides toshow it as using a floating text on unt takes damage event or so.


then you can use lumber for something else like recipes. of items that request no recipes. or anything other.
 
> (Integer(0.10)
This is rounded to 0, so basically you multiply some value by 0. Why not convert the whole result to integer, not the two one by one?

Ah thanks this solved the problem. I overlooked that fact that I seperately converted both of the reals to integer instead of doing it as a whole.

I would make a dummy spell with hundred levels instead of using lumber... but thats just an advice. you can disable the abilty for all players so it wont show anything at all, except when you decides toshow it as using a floating text on unt takes damage event or so.


then you can use lumber for something else like recipes. of items that request no recipes. or anything other.

I also thought of this but I found I really don't need lumber.
 
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