Right, I'd like some opinions on this little concoction of mine. I'm trying to balance out intelligence-based heroes in the long run by making intelligence add damage to spells and offer damage negation from spells cast on it.
Then I added a method to add damage to spells:
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Events
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Unit - A unit enters (Entire map)
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Conditions
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((Entering unit) is A Hero) Equal to True
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Intelligence of (Entering unit) (Exclude bonuses)) Greater than (Strength of (Entering unit) (Exclude bonuses))
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((Intelligence of (Entering unit) (Exclude bonuses)) Greater than (Agility of (Entering unit) (Exclude bonuses))) and ((Intelligence of (Entering unit) (Exclude bonuses)) Greater than (Strength of (Entering unit) (Exclude bonuses)))
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Then - Actions
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Unit Group - Add (Entering unit) to Intel_Heros
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Else - Actions
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Do nothing
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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((Target unit of ability being cast) is in Intel_Heros) Equal to True
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(((Target unit of ability being cast) is in Intel_Heros) Equal to True) and (((Integer((Damage taken))) - (Intelligence of (Target unit of ability being cast) (Include bonuses))) Less than or equal to 0)
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Then - Actions
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Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + (Damage taken))
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Else - Actions
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Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) - ((Damage taken) - (Real((Intelligence of (Target unit of ability being cast) (Include bonuses))))))
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Then I added a method to add damage to spells:
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Events
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Unit - A unit Starts the effect of an ability
-
-
Conditions
-
Actions
-

If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Casting unit) is in Intel_Heros) Equal to True
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Then - Actions
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Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Intelligence of (Casting unit) (Include bonuses)))) x 1.50) damage of attack type Spells and damage type Normal
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Else - Actions
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Do nothing
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