Arhowk
07-08-2012, 09:43 PM
Set Damage
Events
Game - DamageModifierEvent becomes Equal to 1.00
Conditions
Actions
Custom script: local unit u = udg_DamageEventSource
Set DamageEventAmountDummy = DamageEventAmount
Set Temp_Integer = (Player number of (Owner of DamageEventSource))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff MagicBolt) Equal to True
(Level of Magical Bolt for DamageEventSource) Not equal to 0
Then - Actions
Set DamageEventAmount = (DamageEventAmount + ((Real((Intelligence of DamageEventSource (Include bonuses)))) x 3.00))
Unit - Remove MagicBolt buff from DamageEventTarget
Else - Actions
-------- Show Critical Text --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventSource has buff ElectricMarker) Equal to True
(Level of Electricity for DamageEventSource) Not equal to 0
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ElectricityLastHit[Temp_Integer] Less than (CurrentGameTime + 3.00)
Then - Actions
Set ElectrictyHitCount[Temp_Integer] = 0.00
Else - Actions
Set ElectrictyHitCount[Temp_Integer] = (ElectrictyHitCount[Temp_Integer] + 1.00)
Set ElectricityLastHit[Temp_Integer] = CurrentGameTime
Set DamageEventAmount = (DamageEventAmount + ((Real((Intelligence of DamageEventSource (Include bonuses)))) x (3.00 x (Power(0.85, (ElectrictyHitCount[Temp_Integer] - 1.00))))))
Unit - Remove ElectricMarker buff from DamageEventTarget
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ShowCriticalText Equal to True
Then - Actions
Set ShowCriticalText = False
Floating Text - Create floating text that reads ((String((Integer(DamageEventAmount)))) + !) above DamageEventTarget with Z offset 50.00, using font size 13.00, color (100.00%, 5.00%, 10.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 75.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.50 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.40 seconds
Else - Actions
heres what i currently have. The problem is that magical bolt and electricity wont get the additional damage. If i put a debug after the set DamagEeventAmount, than it wont show. Can anyone see what im doing wrong? Am i doing it right and its an issue with applying the buff?
Events
Game - DamageModifierEvent becomes Equal to 1.00
Conditions
Actions
Custom script: local unit u = udg_DamageEventSource
Set DamageEventAmountDummy = DamageEventAmount
Set Temp_Integer = (Player number of (Owner of DamageEventSource))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff MagicBolt) Equal to True
(Level of Magical Bolt for DamageEventSource) Not equal to 0
Then - Actions
Set DamageEventAmount = (DamageEventAmount + ((Real((Intelligence of DamageEventSource (Include bonuses)))) x 3.00))
Unit - Remove MagicBolt buff from DamageEventTarget
Else - Actions
-------- Show Critical Text --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventSource has buff ElectricMarker) Equal to True
(Level of Electricity for DamageEventSource) Not equal to 0
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ElectricityLastHit[Temp_Integer] Less than (CurrentGameTime + 3.00)
Then - Actions
Set ElectrictyHitCount[Temp_Integer] = 0.00
Else - Actions
Set ElectrictyHitCount[Temp_Integer] = (ElectrictyHitCount[Temp_Integer] + 1.00)
Set ElectricityLastHit[Temp_Integer] = CurrentGameTime
Set DamageEventAmount = (DamageEventAmount + ((Real((Intelligence of DamageEventSource (Include bonuses)))) x (3.00 x (Power(0.85, (ElectrictyHitCount[Temp_Integer] - 1.00))))))
Unit - Remove ElectricMarker buff from DamageEventTarget
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ShowCriticalText Equal to True
Then - Actions
Set ShowCriticalText = False
Floating Text - Create floating text that reads ((String((Integer(DamageEventAmount)))) + !) above DamageEventTarget with Z offset 50.00, using font size 13.00, color (100.00%, 5.00%, 10.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 75.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.50 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.40 seconds
Else - Actions
heres what i currently have. The problem is that magical bolt and electricity wont get the additional damage. If i put a debug after the set DamagEeventAmount, than it wont show. Can anyone see what im doing wrong? Am i doing it right and its an issue with applying the buff?