Hi
I have this lesser condition complexed ability. It goes like this:
Whirlwind:
Nearby enemies take damage equal to 50% AP and 100% Agility. If a second ability is learned, named Blademaster, he will deal 4% increased damage for each level in a third ability, named Combat Skill. If Blademaster is activated, Whirlwind will deal an additional 200% extra damage.
Some times when used, some enemies take way less, if even any damage at all. I do not know what I have done wrong. Some times it works, some times it don't. Hope you can help.
So far the trigger goes like this:
I notice now that other nearby enemies are neglected taking damage, if 1 already dies to the trigger. How do I prevent that?
I have this lesser condition complexed ability. It goes like this:
Whirlwind:
Nearby enemies take damage equal to 50% AP and 100% Agility. If a second ability is learned, named Blademaster, he will deal 4% increased damage for each level in a third ability, named Combat Skill. If Blademaster is activated, Whirlwind will deal an additional 200% extra damage.
Some times when used, some enemies take way less, if even any damage at all. I do not know what I have done wrong. Some times it works, some times it don't. Hope you can help.
So far the trigger goes like this:
-
Whirlwind
-
Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Commander (Whirlwind)
-
Actions
- Set A_Caster = (Triggering unit)
- Set A_Counter = (Level of Combat Skill for A_Caster)
- Set A_Damage = ((0.50 x (Real(Player_Hero_AP_Skillup[(Player number of (Owner of A_Caster))]))) + (1.00 x (Real((Agility of A_Caster (Include bonuses))))))
- Set A_Real = (1.00 + (0.04 x (Real(A_Counter))))
- Set A_Real1 = (2.00 x (A_Damage x A_Real))
- Set A_Real = (A_Real x A_Damage)
- Set A_Point = (Position of A_Caster)
- Custom script: set bj_wantDestroyGroup = true
-
Unit Group - Pick every unit in (Units within 400.00 of A_Point) and do (Actions)
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Loop - Actions
- Set A_AreaTarget_Enemy = (Picked unit)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (A_AreaTarget_Enemy is A structure) Not equal to True
- (A_AreaTarget_Enemy is dead) Not equal to True
- (A_AreaTarget_Enemy belongs to an enemy of (Owner of A_Caster)) Equal to True
- A_AreaTarget_Enemy Not equal to A_Caster
- (A_AreaTarget_Enemy is Magic Immune) Not equal to True
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Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Commander (Blademaster) for A_Caster) Equal to 1
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Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (A_Caster has buff Blademaster (Commander)) Equal to True
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Then - Actions
- Unit - Cause A_Caster to damage A_AreaTarget_Enemy, dealing A_Real1 damage of attack type Spells and damage type Normal
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Else - Actions
- Unit - Cause A_Caster to damage A_AreaTarget_Enemy, dealing A_Real damage of attack type Spells and damage type Normal
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If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Else - Actions
- Unit - Cause A_Caster to damage A_AreaTarget_Enemy, dealing A_Damage damage of attack type Spells and damage type Normal
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
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Loop - Actions
- Custom script: call RemoveLocation (udg_A_Point)
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Events
I notice now that other nearby enemies are neglected taking damage, if 1 already dies to the trigger. How do I prevent that?
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