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[Trigger] Spell damage and healing

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Level 20
Joined
Oct 21, 2006
Messages
3,230
  • Holy Light
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Holy Light
    • Actions
      • Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + (40.00 + (Real(Spell_Healing[(Player number of (Owner of (Casting unit)))]))))
      • Floating Text - Create floating text that reads (40 + (String((Real(Spell_Healing[(Player number of (Owner of (Casting unit)))]))))) above (Target unit of ability being cast) with Z offset 0.00, using font size 12.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90.00 degrees
      • Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
This is my trigger. It seems OK, but it doesnt work how it should. Test the map and cast the spell and you'll see what I mean.
 
Level 20
Joined
Oct 21, 2006
Messages
3,230
You would understand if you have played WOW. :p

There are items that add spell damage or/and healing. When item is picked up, it sets that player spell healing and/or damage to +something. When item is dropped, it sets it to more lower. Did you tried to cast a spell in my map? Look at the numbers of the Healing, its something like 40000.00.., like it just should be 40.
 
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