Hello friends, i have two problem... i am trying to create an aura that increases my attributes by percentages, i want the attributes return to their original form if i do not have the item, or i'm not under the influence of aura.
1. When i put "Substract" in "Else - Actions", i subtracted attributes while under the effects of the aura and many more of which i add.
2. When i am outside the area of the aura, attributes not return to its original form.
Trigger:
1. When i put "Substract" in "Else - Actions", i subtracted attributes while under the effects of the aura and many more of which i add.
2. When i am outside the area of the aura, attributes not return to its original form.
Trigger:
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Attribute Aura
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Events
- Unit - A unit Learns a skill
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Conditions
- (Learned Hero Skill) Equal to Damage Increase (Dummy)
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Actions
- Set AttributeBonus_Group = (Units in (Playable map area))
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Unit Group - Pick every unit in AttributeBonus_Group and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Picked unit) has buff Damage Increase (Level 1)) Equal to True
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Then - Actions
- Hero - Modify Agility of (Picked unit): Add (Integer((0.10 x (Real((Agility of (Picked unit) (Include bonuses)))))))
- Hero - Modify Intelligence of (Picked unit): Add (Integer((0.10 x (Real((Intelligence of (Picked unit) (Include bonuses)))))))
- Hero - Modify Strength of (Picked unit): Add (Integer((0.10 x (Real((Strength of (Picked unit) (Include bonuses)))))))
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Else - Actions
- Hero - Modify Agility of (Picked unit): Subtract (Integer((0.10 x (Real((Agility of (Picked unit) (Include bonuses)))))))
- Hero - Modify Intelligence of (Picked unit): Subtract (Integer((0.10 x (Real((Intelligence of (Picked unit) (Include bonuses)))))))
- Hero - Modify Strength of (Picked unit): Subtract (Integer((0.10 x (Real((Strength of (Picked unit) (Include bonuses)))))))
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Picked unit) has buff Damage Increase (Level 2)) Equal to True
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Then - Actions
- Hero - Modify Agility of (Picked unit): Add (Integer((0.25 x (Real((Agility of (Picked unit) (Include bonuses)))))))
- Hero - Modify Intelligence of (Picked unit): Add (Integer((0.25 x (Real((Intelligence of (Picked unit) (Include bonuses)))))))
- Hero - Modify Strength of (Picked unit): Add (Integer((0.25 x (Real((Strength of (Picked unit) (Include bonuses)))))))
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Else - Actions
- Hero - Modify Agility of (Picked unit): Subtract (Integer((0.25 x (Real((Agility of (Picked unit) (Include bonuses)))))))
- Hero - Modify Intelligence of (Picked unit): Subtract (Integer((0.25 x (Real((Intelligence of (Picked unit) (Include bonuses)))))))
- Hero - Modify Strength of (Picked unit): Subtract (Integer((0.25 x (Real((Strength of (Picked unit) (Include bonuses)))))))
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Picked unit) has buff Damage Increase (Level 3)) Equal to True
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Then - Actions
- Hero - Modify Agility of (Picked unit): Add (Integer((0.40 x (Real((Agility of (Picked unit) (Include bonuses)))))))
- Hero - Modify Intelligence of (Picked unit): Add (Integer((0.40 x (Real((Intelligence of (Picked unit) (Include bonuses)))))))
- Hero - Modify Strength of (Picked unit): Add (Integer((0.40 x (Real((Strength of (Picked unit) (Include bonuses)))))))
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Else - Actions
- Hero - Modify Agility of (Picked unit): Subtract (Integer((0.40 x (Real((Agility of (Picked unit) (Include bonuses)))))))
- Hero - Modify Intelligence of (Picked unit): Subtract (Integer((0.40 x (Real((Intelligence of (Picked unit) (Include bonuses)))))))
- Hero - Modify Strength of (Picked unit): Subtract (Integer((0.40 x (Real((Strength of (Picked unit) (Include bonuses)))))))
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Custom script: call DestroyGroup(udg_AttributeBonus_Group)
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Events