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Level 37
Joined
Aug 14, 2006
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Hey.

I have a problem I simply cannot understand what is wrong. I have a system that counts ability damages and shows them in a multiboard. However, the damages shows 0 doesn't do any damage in the game. You might know what is wrong?

BUG%201.jpg


  • STATS LIST LOOP
    • Events
      • Time - Every 5.00 seconds of game time
      • Unit - A unit Acquires an item
      • Unit - A unit Loses an item
    • Conditions
      • Cinematic Equal to False
    • Actions
      • Set TempUnitArray[1] = AAAPhodom
      • Set TempUnitArray[2] = AAAFradz
      • Set TempUnitArray[3] = AAAGaleoth
      • For each (Integer A) from 1 to 3, do (Actions)
        • Loop - Actions
          • Set TempRealArray[1] = 0.00
          • Set TempRealArray[2] = 1.00
          • Set TempRealArray[3] = 0.00
          • Set TempRealArray[4] = 1.00
          • Set TempRealArray[5] = 0.00
          • Set TempRealArray[6] = 1.00
          • Set TempRealArray[7] = 1.00
          • Set TempRealArray[8] = 1.00
          • Set TempRealArray[9] = 1.00
          • Set TempRealArray[10] = 0.00
          • Set TempRealArray[11] = 0.00
          • For each (Integer TempInteger) from 0 to ZStatsList_LENGTH, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (TempUnitArray[(Integer A)] has an item of type ZStatsList_ITEM[TempInteger]) Equal to True
                • Then - Actions
                  • Set TempRealArray[1] = (TempRealArray[1] + ZStatsList_HPREGE[TempInteger])
                  • Set TempRealArray[2] = (TempRealArray[2] + ZStatsList_HPREGEPERC[TempInteger])
                  • Set TempRealArray[3] = (TempRealArray[3] + ZStatsList_MANAREGE[TempInteger])
                  • Set TempRealArray[4] = (TempRealArray[4] + ZStatsList_MANAREGEPERC[TempInteger])
                  • Set TempRealArray[5] = (TempRealArray[5] + ZStatsList_SPELL[TempInteger])
                  • Set TempRealArray[6] = (TempRealArray[6] + ZStatsList_SPELLPERC[TempInteger])
                  • Set TempRealArray[7] = (TempRealArray[7] + ZStatsList_STEAL[TempInteger])
                  • Set TempRealArray[8] = (TempRealArray[8] + ZStatsList_EXP[TempInteger])
                  • Set TempRealArray[9] = (TempRealArray[9] + ZValue_GOLD[TempInteger])
                  • Set TempRealArray[10] = (TempRealArray[10] + ZValue_EVASION[TempInteger])
                  • Set TempRealArray[11] = (TempRealArray[11] + ZValue_CRITICAL[TempInteger])
                • Else - Actions
          • -------- === EXTRAS === --------
          • Set TempRealArray[1] = (TempRealArray[1] + ((Real((Strength of TempUnitArray[(Integer A)] (Include bonuses)))) x 0.05))
          • Set TempRealArray[2] = (TempRealArray[2] + (((Real((Charges remaining in (Item carried by TempUnitArray[(Integer A)] of type Book Of Regeneration)))) x 0.01) / 6.00))
          • Set TempRealArray[3] = (TempRealArray[3] + ((Real((Intelligence of TempUnitArray[(Integer A)] (Include bonuses)))) x 0.05))
          • Set TempRealArray[4] = (TempRealArray[4] + (((Real((Charges remaining in (Item carried by TempUnitArray[(Integer A)] of type Book Of Regeneration)))) x 0.01) / 6.00))
          • Set TempRealArray[5] = (TempRealArray[5] + ((Real((Intelligence of TempUnitArray[(Integer A)] (Include bonuses)))) x 3.00))
          • Set TempRealArray[5] = (TempRealArray[5] + ((Real((Level of Fire Mastery (Curse Spell) for TempUnitArray[(Integer A)]))) x 150.00))
          • Set TempRealArray[5] = (TempRealArray[5] + ((Real((Level of Ice Mastery (Curse Spell) for TempUnitArray[(Integer A)]))) x 150.00))
          • Set TempRealArray[5] = (TempRealArray[5] + ((Real((Level of Lightning Mastery (Curse Spell) for TempUnitArray[(Integer A)]))) x 150.00))
          • Set TempRealArray[6] = (TempRealArray[6] + ((Real((Charges remaining in (Item carried by TempUnitArray[(Integer A)] of type Low Magic Ball)))) x 0.04))
          • Set TempRealArray[6] = (TempRealArray[6] + ((Real((Charges remaining in (Item carried by TempUnitArray[(Integer A)] of type Moderate Magic Ball)))) x 0.12))
          • Set TempRealArray[6] = (TempRealArray[6] + ((Real((Charges remaining in (Item carried by TempUnitArray[(Integer A)] of type High Magic Ball)))) x 0.36))
          • Set TempRealArray[6] = (TempRealArray[6] + (((Real((Charges remaining in (Item carried by TempUnitArray[(Integer A)] of type Icy Crystal)))) x 0.01) / 3.00))
          • Set TempRealArray[7] = (TempRealArray[7] + 25.00)
          • Set TempRealArray[7] = (TempRealArray[7] + ((Real((Agility of TempUnitArray[(Integer A)] (Include bonuses)))) x 0.40))
          • Set TempRealArray[10] = (TempRealArray[10] + ((Real((Agility of TempUnitArray[(Integer A)] (Include bonuses)))) x 0.10))
          • Set TempRealArray[11] = (TempRealArray[11] + ((Real((Agility of TempUnitArray[(Integer A)] (Include bonuses)))) x 0.50))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (TempUnitArray[(Integer A)] has buff Energy Ball ) Equal to True
            • Then - Actions
              • Set TempRealArray[2] = (TempRealArray[2] + 0.25)
              • Set TempRealArray[4] = (TempRealArray[4] + 0.25)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ZStatsList_STEAL[TempInteger] Greater than or equal to 15.00
            • Then - Actions
              • Set TempRealArray[10] = (TempRealArray[10] + ((Real((Agility of TempUnitArray[(Integer A)] (Include bonuses)))) x 5.00))
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ZStatsList_STEAL[TempInteger] Greater than or equal to 5.00
            • Then - Actions
              • Set TempRealArray[11] = (TempRealArray[11] + ((Real((Agility of TempUnitArray[(Integer A)] (Include bonuses)))) x 10.00))
            • Else - Actions
          • -------- === HIT POINT REGENERATION === --------
          • Set TempReal = (TempRealArray[1] x TempRealArray[2])
          • Set TempReal = (TempReal x (-1.00 + ((Real((Player 1 (Red) Food used))) x 0.25)))
          • Set ZValue_HPREGE[(Integer A)] = TempReal
          • Unit - Set life of TempUnitArray[(Integer A)] to ((Life of TempUnitArray[(Integer A)]) + ZValue_HPREGE[(Integer A)])
          • -------- === MANA REGENERATION === --------
          • Set TempReal = (TempRealArray[3] x TempRealArray[4])
          • Set TempReal = (TempReal x (-1.00 + ((Real((Player 1 (Red) Food used))) x 0.25)))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempReal Greater than 0.00
            • Then - Actions
              • Set ZValue_MANAREGE[(Integer A)] = TempReal
            • Else - Actions
              • Set ZValue_MANAREGE[(Integer A)] = 0.00
          • Unit - Set mana of TempUnitArray[(Integer A)] to ((Mana of TempUnitArray[(Integer A)]) + ZValue_MANAREGE[(Integer A)])
          • -------- === SPELL DAMAGE === --------
          • Set ZValue_SPELL[(Integer A)] = TempRealArray[5]
          • -------- === SPELL DAMAGE % === --------
          • Set ZValue_SPELLPERC[(Integer A)] = TempRealArray[6]
          • -------- === STEAL CHANCE === --------
          • Set ZValue_STEAL[(Integer A)] = TempRealArray[7]
          • -------- === EXTRA EXP === --------
          • Set ZValue_EXP[(Integer A)] = TempRealArray[8]
          • -------- === EXTRA GOLD === --------
          • Set ZValue_GOLD[(Integer A)] = TempRealArray[9]
          • -------- === EVASION === --------
          • Set ZValue_EVASION[(Integer A)] = TempRealArray[10]
          • Unit - Set level of /Evasion (ALL CHARACTERS) for TempUnitArray[(Integer A)] to (Integer(ZValue_EVASION[(Integer A)]))
          • -------- === CRITICAL === --------
          • Set ZValue_CRITICAL[(Integer A)] = TempRealArray[11]
          • Unit - Set level of /Critical Strike (ALL CHARACTERS) for TempUnitArray[(Integer A)] to (Integer(ZValue_CRITICAL[(Integer A)]))
  • SET Ability Damage PHODOM
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
      • Cinematic Equal to False
    • Actions
      • Set TempInteger = 1
      • -------- Basic Abilities --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Area Attack (P, X, 2, US) for AAAPhodom) Greater than or equal to 1
        • Then - Actions
          • Set Damage_AAA_Spell = ((Real((Level of Area Attack (P, X, 2, US) for AAAPhodom))) x 50.00)
          • Set YMultiboard__AREA = (Integer(Damage_AAA_Spell))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Avatar (P, R, 2, US) for AAAPhodom) Greater than or equal to 1
        • Then - Actions
          • Set Damage_AAA_Spell = ((Real((Level of Avatar (P, R, 2, US) for AAAPhodom))) x 10.00)
          • Set YMultiboard__AVATAR = (Integer(Damage_AAA_Spell))
        • Else - Actions
      • -------- Single Abilities --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Impact Flare (Single Spell) for AAAPhodom) Greater than or equal to 1
        • Then - Actions
          • Set Damage_AAA_Spell = (((Real((Level of Impact Flare (Single Spell) for AAAPhodom))) x 50.00) + ((Real((Strength of AAAPhodom (Include bonuses)))) x 3.00))
          • Set YMultiboard__IMPACTFIRE = (Integer(Damage_AAA_Spell))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Meltdown (Single Spell) for AAAPhodom) Greater than or equal to 1
        • Then - Actions
          • Set Damage_AAA_Spell = (ZStatsList_SPELLPERC[TempInteger] x (((Real((Level of Meltdown (Single Spell) for AAAPhodom))) x 50.00) + ZStatsList_SPELL[TempInteger]))
          • Set YMultiboard__MELTDOWN = (Integer(Damage_AAA_Spell))
        • Else - Actions
      • -------- Curse Abilities --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Aura Of Fire (Curse Spell) for AAAPhodom) Greater than or equal to 1
        • Then - Actions
          • Set Damage_AAA_Spell = (ZStatsList_SPELLPERC[TempInteger] x (((Real((Level of Aura Of Fire (Curse Spell) for AAAPhodom))) x 100.00) + ZStatsList_SPELL[TempInteger]))
          • Set Damage_AAA_Spell = (Damage_AAA_Spell / 4.00)
          • Set YMultiboard__AURAFIRE = (Integer(Damage_AAA_Spell))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Fire Mastery (Curse Spell) for AAAPhodom) Greater than or equal to 1
        • Then - Actions
          • Set Damage_AAA_Spell = ((Real((Level of Fire Mastery (Curse Spell) for AAAPhodom))) x 150.00)
          • Set YMultiboard__FIREMASTERY = (Integer(Damage_AAA_Spell))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Summon Fire Element (Curse Spell) for AAAPhodom) Greater than or equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Summon Fire Element (Curse Spell) for AAAPhodom) Greater than or equal to 4
            • Then - Actions
              • Set Damage_AAA_Spell = ((100.00 x (Real((Level of Summon Fire Element (Curse Spell) for AAAPhodom)))) x (((Real((Current research level of Summon Fire Element [Intelligence] for Player 1 (Red)))) x 0.10) + 1.00))
              • Set YMultiboard__FIREELEMNT1 = (Integer(Damage_AAA_Spell))
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Summon Fire Element (Curse Spell) for AAAPhodom) Greater than or equal to 12
            • Then - Actions
              • Set Damage_AAA_Spell = ((250.00 x (Real((Level of Summon Fire Element (Curse Spell) for AAAPhodom)))) x (((Real((Current research level of Summon Fire Element [Intelligence] for Player 1 (Red)))) x 0.10) + 1.00))
              • Set YMultiboard__FIREELEMNT2 = (Integer(Damage_AAA_Spell))
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Summon Fire Element (Curse Spell) for AAAPhodom) Greater than or equal to 16
            • Then - Actions
              • Set Damage_AAA_Spell = ((150.00 x (Real((Level of Summon Fire Element (Curse Spell) for AAAPhodom)))) x (((Real((Current research level of Summon Fire Element [Intelligence] for Player 1 (Red)))) x 0.10) + 1.00))
              • Set YMultiboard__FIREELEMNT3 = (Integer(Damage_AAA_Spell))
            • Else - Actions
        • Else - Actions
      • -------- AoE Abilities --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Flame Explosion (AoE Spell) for AAAPhodom) Greater than or equal to 1
        • Then - Actions
          • Set Damage_AAA_Spell = (ZStatsList_MANAREGEPERC[TempInteger] x (((Real((Level of Flame Explosion (AoE Spell) for AAAPhodom))) x 30.00) + ZStatsList_SPELL[TempInteger]))
          • Set YMultiboard__EXPLOSION = (Integer(Damage_AAA_Spell))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Ground Zero (AoE Spell) for AAAPhodom) Greater than or equal to 1
        • Then - Actions
          • Set Damage_AAA_Spell = (ZStatsList_SPELLPERC[TempInteger] x (((Real((Level of Ground Zero (AoE Spell) for AAAPhodom))) x 30.00) + ZStatsList_SPELL[TempInteger]))
          • Set YMultiboard__ZERO1 = (Integer(Damage_AAA_Spell))
          • Set YMultiboard__ZERO2 = (YMultiboard__ZERO1 / 5)
        • Else - Actions
      • -------- Heal Abilities --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Shield Of Fire (Heal Spell) for AAAPhodom) Greater than or equal to 1
        • Then - Actions
          • Set Damage_AAA_Spell = ((ZValue_SPELLPERC[TempInteger] + 1.00) x (((Real((Level of Shield Of Fire (Heal Spell) for AAAPhodom))) x 100.00) + ZStatsList_SPELL[TempInteger]))
          • Set YMultiboard__SHIELDFIRE = (Integer(Damage_AAA_Spell))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Heaven's Bless (Heal Spell) for AAAPhodom) Greater than or equal to 1
        • Then - Actions
          • Set Damage_AAA_Spell = (ZStatsList_SPELLPERC[TempInteger] x (((Real((Level of Heaven's Bless (Heal Spell) for AAAPhodom))) x 100.00) + ZStatsList_SPELL[TempInteger]))
          • Set Damage_AAA_Spell = (Damage_AAA_Spell / 5.00)
          • Set YMultiboard__WARMLIGHT = (Integer(Damage_AAA_Spell))
        • Else - Actions
      • -------- Ultimate Abilities --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Chaotic Rift (Ultimate Spell) for AAAPhodom) Greater than or equal to 1
        • Then - Actions
          • Set Damage_AAA_Spell = ((ZStatsList_SPELLPERC[TempInteger] + 1.00) x (((Real((Level of Chaotic Rift (Ultimate Spell) for AAAPhodom))) x 500.00) + ZStatsList_SPELL[TempInteger]))
          • Set YMultiboard__CHAOTIC = (Integer(Damage_AAA_Spell))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Phoenix Combo (Ultimate Spell) for AAAPhodom) Greater than or equal to 1
        • Then - Actions
          • Set Damage_AAA_Spell = ((Real((Strength of AAAPhodom (Include bonuses)))) x 3.00)
          • Set YMultiboard__PHOENIXCOMBO1 = (Integer(Damage_AAA_Spell))
          • Set Damage_AAA_Spell = ((ZStatsList_SPELLPERC[TempInteger] + 0.50) x (((Real((Level of Phoenix Combo (Ultimate Spell) for AAAPhodom))) x 300.00) + ZStatsList_SPELL[TempInteger]))
          • Set YMultiboard__PHOENIXCOMBO2 = (Integer(Damage_AAA_Spell))
        • Else - Actions
  • Phodom UPDATE
    • Events
      • Time - Every 1.01 seconds of game time
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • CAMPAIGN_CHAPTER Equal to 1
          • CAMPAIGN_CHAPTER Greater than or equal to 4
    • Actions
      • Set TempUnit = AAAPhodom
      • -------- === COLUMN 2 === --------
      • Set TempInteger = 1
      • Set INTEGER[1] = 2
      • Set INTEGER[2] = 3
      • Multiboard - Set the width for Multiboard item in column INTEGER[1], row 0 to 12.00% of the total screen width
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + ((String((Hero level of TempUnit))) + (/ + (String(VGamePoints__HEROLVL[4])))))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Set TempInteger2 = (Integer((Life of TempUnit)))
      • Set TempInteger3 = (Integer((Max life of TempUnit)))
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + ((String(TempInteger2)) + (/ + (String(TempInteger3)))))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Set TempInteger2 = (Integer(ZValue_HPREGE[TempInteger]))
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(TempInteger2)))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Set TempInteger2 = (Integer((Mana of TempUnit)))
      • Set TempInteger3 = (Integer((Max mana of TempUnit)))
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + ((String(TempInteger2)) + (/ + (String(TempInteger3)))))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Set TempInteger2 = (Integer(ZValue_MANAREGE[TempInteger]))
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(TempInteger2)))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String((Agility of TempUnit (Include bonuses)))))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String((Intelligence of TempUnit (Include bonuses)))))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String((Strength of TempUnit (Include bonuses)))))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Set TempInteger2 = (Integer(ZValue_CRITICAL[TempInteger]))
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + ((String(TempInteger2)) + %))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Set TempInteger2 = (Integer(ZValue_EVASION[TempInteger]))
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + ((String(TempInteger2)) + %))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Set TempInteger2 = (Integer(ZValue_ALCHEMIST[TempInteger]))
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(TempInteger2)))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Set TempInteger2 = (Integer(ZValue_TREASUREHUNTER[TempInteger]))
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(TempInteger2)))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Set TempInteger2 = (Integer(ZValue_STEAL[TempInteger]))
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to <Empty String>
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Set TempReal = (ZValue_EXP[TempInteger] x 100.00)
      • Set TempReal = (TempReal - 100.00)
      • Set TempInteger2 = (Integer(TempReal))
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + ((String(TempInteger2)) + %))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Set TempReal = (ZValue_GOLD[TempInteger] x 100.00)
      • Set TempReal = (TempReal - 100.00)
      • Set TempInteger2 = (Integer(TempReal))
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + ((String(TempInteger2)) + %))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Set TempInteger2 = (Integer(ZValue_SPELL[TempInteger]))
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(TempInteger2)))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • Set TempReal = (ZValue_SPELLPERC[TempInteger] x 100.00)
      • Set TempReal = (TempReal - 100.00)
      • Set TempInteger2 = (Integer(TempReal))
      • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + ((String(TempInteger2)) + %))
      • Set INTEGER[2] = (INTEGER[2] + 1)
      • -------- === BASIC ABILITY === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Area Attack (P, X, 2, US) for TempUnit) Greater than or equal to 1
        • Then - Actions
          • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(YMultiboard__AREA)))
          • Set INTEGER[2] = (INTEGER[2] + 1)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Avatar (P, R, 2, US) for TempUnit) Greater than or equal to 1
            • Then - Actions
              • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(YMultiboard__AVATAR)))
              • Set INTEGER[2] = (INTEGER[2] + 1)
            • Else - Actions
              • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to <Empty String>
              • Set INTEGER[2] = (INTEGER[2] + 1)
      • -------- === SINGLE ABILITY === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Meltdown (Single Spell) for TempUnit) Greater than or equal to 1
        • Then - Actions
          • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(YMultiboard__MELTDOWN)))
          • Set INTEGER[2] = (INTEGER[2] + 1)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Impact Flare (Single Spell) for TempUnit) Greater than or equal to 1
            • Then - Actions
              • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(YMultiboard__IMPACTFIRE)))
              • Set INTEGER[2] = (INTEGER[2] + 1)
            • Else - Actions
              • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to <Empty String>
              • Set INTEGER[2] = (INTEGER[2] + 1)
      • -------- === CURSE ABILITY === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Aura Of Fire (Curse Spell) for TempUnit) Greater than or equal to 1
        • Then - Actions
          • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(YMultiboard__AURAFIRE)))
          • Set INTEGER[2] = (INTEGER[2] + 1)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Fire Mastery (Curse Spell) for TempUnit) Greater than or equal to 1
            • Then - Actions
              • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(YMultiboard__FIREMASTERY)))
              • Set INTEGER[2] = (INTEGER[2] + 1)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Summon Fire Element (Curse Spell) for TempUnit) Greater than or equal to 1
                • Then - Actions
                  • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + ((String(YMultiboard__FIREELEMNT1)) + (+ + ((String(YMultiboard__FIREELEMNT2)) + (+ + (String(YMultiboard__FIREELEMNT3)))))))
                  • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to <Empty String>
                  • Set INTEGER[2] = (INTEGER[2] + 1)
                • Else - Actions
                  • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to <Empty String>
                  • Set INTEGER[2] = (INTEGER[2] + 1)
      • -------- === AOE ABILITY === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Flame Explosion (AoE Spell) for TempUnit) Greater than or equal to 1
        • Then - Actions
          • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(YMultiboard__EXPLOSION)))
          • Set INTEGER[2] = (INTEGER[2] + 1)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Ground Zero (AoE Spell) for TempUnit) Greater than or equal to 1
            • Then - Actions
              • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + ((String(YMultiboard__ZERO1)) + (( + ((String(YMultiboard__ZERO2)) + )))))
              • Set INTEGER[2] = (INTEGER[2] + 1)
            • Else - Actions
              • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to <Empty String>
              • Set INTEGER[2] = (INTEGER[2] + 1)
      • -------- === HEAL === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Shield Of Fire (Heal Spell) for TempUnit) Greater than or equal to 1
        • Then - Actions
          • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(YMultiboard__SHIELDFIRE)))
          • Set INTEGER[2] = (INTEGER[2] + 1)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Heaven's Bless (Heal Spell) for TempUnit) Greater than or equal to 1
            • Then - Actions
              • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(YMultiboard__WARMLIGHT)))
              • Set INTEGER[2] = (INTEGER[2] + 1)
            • Else - Actions
              • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to <Empty String>
              • Set INTEGER[2] = (INTEGER[2] + 1)
      • -------- === ULTIMATE ABILITY === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Chaotic Rift (Ultimate Spell) for TempUnit) Greater than or equal to 1
        • Then - Actions
          • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + (String(YMultiboard__CHAOTIC)))
          • Set INTEGER[2] = (INTEGER[2] + 1)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Phoenix Combo (Ultimate Spell) for TempUnit) Greater than or equal to 1
            • Then - Actions
              • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to (Multiboard_Color[3] + ((12x + (String(YMultiboard__PHOENIXCOMBO1))) + (+ + (String(YMultiboard__PHOENIXCOMBO2)))))
              • Set INTEGER[2] = (INTEGER[2] + 1)
            • Else - Actions
              • Multiboard - Set the text for Multiboard item in column INTEGER[1], row INTEGER[2] to <Empty String>
              • Set INTEGER[2] = (INTEGER[2] + 1)
Rep & credits will be given to the one who helps.
 
Level 37
Joined
Aug 14, 2006
Messages
7,601
Yea I multiplied the dmg with 100% in some abilities because all.

This is how the calculation should go with these abilities.

Area Attack: abilvlx50
Meltdown: magbonus%x((abilvlx50)+(intx3)+magbonus)
Aura Of Fire: (magbonus%x((abilvlx100)+(intx3)+magbonus))/4
Flame Explosion: magbonus%x((abilvlx30)+(intx3)+magbonus)
Shield Of Fire: (magbonus%+100%)x((abilvlx100)+(intx3)+magbonus)
Phoenix Combo: (magbonus%+50%)x((abilvlx300)+(intx3)+magbonus)
 
Level 26
Joined
Aug 18, 2009
Messages
4,097
That does not change the fact that I think
Code:
ZStatsList_SPELLPERC[TempInteger]
is zero in Set Ability DMG. If it is, the product of the multiplication (the calculated damage) will be zero, too. This won't occur on other spells if they add their own part into the coefficient, that makes it unequal to zero. These triggers do not show where any member of ZStatsList_SPELLPERC is assigned a value.
 
Level 37
Joined
Aug 14, 2006
Messages
7,601
Yea but in that way it takes days to find the bug coz' saving and then loading the campaign from wc3 takes forever. I already exceeded my plans to release the next version of the campaign already.

EDIT: The bug is more complicated than that. The system works perfectly, I just checked it. However at the final exectution, the values go to zero for unknown reason. I mean for example in this trigger: "Set Damage_AAA_Spell = (ZStatsList_SPELLPERC[TempInteger] x (((Real((Level of Meltdown (Single Spell) for AAAPhodom))) x 50.00) + ZStatsList_SPELL[TempInteger]))".

I think the variables doesn't work, but I wonder why coz' they work before that function. Oh hell what am I telling?
 
Last edited:
Level 37
Joined
Aug 14, 2006
Messages
7,601
Bump.

I have found more about the bug but I still believe this shouldn't bug(trigger + picture). What to do in order to fix this?

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Level of Meltdown (Single Spell) for AAAPhodom) Greater than or equal to 1
    • Then - Actions
      • Game - Display to (All players) the text: (A4 = + (String(ZValue_SPELL[1])))
      • Game - Display to (All players) the text: (B4 = + (String(ZValue_SPELLPERC[1])))
      • Set TempReal = (((Real((Intelligence of AAAPhodom (Include bonuses)))) x 3.00) + ZStatsList_SPELL[1])
      • Game - Display to (All players) the text: (C1 = + (String(TempReal)))
      • Set TempReal2 = (TempReal x ZStatsList_SPELLPERC[1])
      • Game - Display to (All players) the text: (C2 = + (String(TempReal2)))
      • Set YMultiboard__MELTDOWN = (Integer(TempReal2))
      • Game - Display to (All players) the text: (C3 = + (String(YMultiboard__MELTDOWN)))
    • Else - Actions
In the end there should be a calculation: 162 x 1.250 which is 202,5. The C3 should be 202,5 but it's ZERO. WHY, WHY, WHY?
 

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Level 37
Joined
Mar 6, 2006
Messages
9,240
Bump.

I have found more about the bug but I still believe this shouldn't bug(trigger + picture). What to do in order to fix this?

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Level of Meltdown (Single Spell) for AAAPhodom) Greater than or equal to 1
    • Then - Actions
      • Game - Display to (All players) the text: (A4 = + (String(ZValue_SPELL[1])))
      • Game - Display to (All players) the text: (B4 = + (String(ZValue_SPELLPERC[1])))
      • Set TempReal = (((Real((Intelligence of AAAPhodom (Include bonuses)))) x 3.00) + ZStatsList_SPELL[1])
      • Game - Display to (All players) the text: (C1 = + (String(TempReal)))
      • Set TempReal2 = (TempReal x ZStatsList_SPELLPERC[1])
      • Game - Display to (All players) the text: (C2 = + (String(TempReal2)))
      • Set YMultiboard__MELTDOWN = (Integer(TempReal2))
      • Game - Display to (All players) the text: (C3 = + (String(YMultiboard__MELTDOWN)))
    • Else - Actions
In the end there should be a calculation: 162 x 1.250 which is 202,5. The C3 should be 202,5 but it's ZERO. WHY, WHY, WHY?

This must be zero then, right? Have you tried printing it with debug message?
Set TempReal2 = (TempReal x ZStatsList_SPELLPERC[1]
 
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