Spell Dealing Damage by Attribute.

Darkenneko

TH.net Regular
Reaction score
3
Hey everyone,
I'm having trouble getting this right, I want to create a Trigger that deals damage by a certain attribute, but also, includes bonuses.
Code:
Swift Strike Level 1
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Swift Strike 
    Actions
        Unit - Cause (Triggering unit) to damage (Triggering unit), dealing ((Real((Agility of (Triggering unit) (Include bonuses)))) x 2.00) damage of attack type Hero and damage type Normal
This is what I have so far, anyone can help?
 

ZiggyMcjoney

Data editor?! AAAHHHHH!
Reaction score
95
Use "Starts the effect of an ability"

And change the second "Triggering unit" to "Target unit of ability being cast"
 

Darkenneko

TH.net Regular
Reaction score
3
Use "Starts the effect of an ability"

And change the second "Triggering unit" to "Target unit of ability being cast"

Ah,
I Didn't notice thats why It didn't work, but still, it doesn't help me with what I need,
Tho you will be repped for making it work. =]
I Need where it like says Agility x2, I want it to be Agility x2 + 45.
Any Help?
 

ZiggyMcjoney

Data editor?! AAAHHHHH!
Reaction score
95
Use the "Arithmetic" function, as you did to make it deal Agi x 2

But instead, open the first "1.00", change it to arithmetic again and then change the first 1.00 to agility, change the + to an x and the second 1.00 to 2, or whatever your multiplier is.

Then when you go back, your arithmetic will look like "(Agility x 2.00) + 1.00)"

Just change the final "1.00" to the damage you want to add.

Hope that helped :p
 

Squishy

You can change this now in User CP.
Reaction score
127
If you want the last number to be the units agility bonus, you will need to set up a formula like this: (Agility without bonus x 2)+(Agility with bonus - Agility without bonus)
 

Darkenneko

TH.net Regular
Reaction score
3
Use the "Arithmetic" function, as you did to make it deal Agi x 2

But instead, open the first "1.00", change it to arithmetic again and then change the first 1.00 to agility, change the + to an x and the second 1.00 to 2, or whatever your multiplier is.

Then when you go back, your arithmetic will look like "(Agility x 2.00) + 1.00)"

Just change the final "1.00" to the damage you want to add.

Hope that helped :p

Thanks a lot, =]
Sorry Squishy, he got here first, xD
Code:
Swift Strike Level 1
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Swift Strike 
    Actions
        Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (((Real((Agility of (Triggering unit) (Include bonuses)))) x 2.00) + 45.00) damage of attack type Hero and damage type Normal

Thanks a lot, =]
-Calvin
 
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