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Here's how you can modify the damage of the ability:I need everyone's help? when the hero uses spell thunder clap with normal damage of 5 x str and has a chance of 30% excellent damage rate of 10 x str and displays Floating Text Damage in a different color from normal Floating Text Damage.
Cast Thunderclap

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Thunder Clap

Actions


-------- Calculate how much damage to deal: --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Random integer number between 1 and 100) Greater than 30



Then - Actions




-------- Normal damage: --------




Set VariableSet Thunderclap_Damage = ((Real((Strength of (Triggering unit) (Include bonuses)))) x 5.00)



Else - Actions




-------- Excellent damage: --------




Set VariableSet Thunderclap_Damage = ((Real((Strength of (Triggering unit) (Include bonuses)))) x 10.00)


-------- --------


-------- Modify Thunderclap's damage to use Strength (5x or 10x): --------


Ability - Set Ability: (Unit: (Triggering unit)'s Ability with Ability Code: Thunder Clap)'s Real Level Field: AOE Damage ('Htc1') of Level: ((Level of (Ability being cast) for (Triggering unit)) - 1) to Thunderclap_Damage
Here's how you can modify the damage of the ability:
The Set Ability action requires at least patch 1.31.
Cast Thunderclap
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Thunder Clap
Actions
-------- Calculate how much damage to deal: --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 100) Greater than 30
Then - Actions
-------- Normal damage: --------
Set VariableSet Thunderclap_Damage = ((Real((Strength of (Triggering unit) (Include bonuses)))) x 5.00)
Else - Actions
-------- Excellent damage: --------
Set VariableSet Thunderclap_Damage = ((Real((Strength of (Triggering unit) (Include bonuses)))) x 10.00)
-------- --------
-------- Modify Thunderclap's damage to use Strength (5x or 10x): --------
Ability - Set Ability: (Unit: (Triggering unit)'s Ability with Ability Code: Thunder Clap)'s Real Level Field: AOE Damage ('Htc1') of Level: ((Level of (Ability being cast) for (Triggering unit)) - 1) to Thunderclap_Damage
I attached a map (requires latest patch) that shows another way to do this with Floating Text. The way it's handling the Floating Text is not perfect but it should work 99% of the time. It'd only be a visual bug if it ever goes wrong.
I'm using World Editor Version 1.29Here's how you can modify the damage of the ability:
The Set Ability action requires at least patch 1.31.
Cast Thunderclap
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Thunder Clap
Actions
-------- Calculate how much damage to deal: --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 100) Greater than 30
Then - Actions
-------- Normal damage: --------
Set VariableSet Thunderclap_Damage = ((Real((Strength of (Triggering unit) (Include bonuses)))) x 5.00)
Else - Actions
-------- Excellent damage: --------
Set VariableSet Thunderclap_Damage = ((Real((Strength of (Triggering unit) (Include bonuses)))) x 10.00)
-------- --------
-------- Modify Thunderclap's damage to use Strength (5x or 10x): --------
Ability - Set Ability: (Unit: (Triggering unit)'s Ability with Ability Code: Thunder Clap)'s Real Level Field: AOE Damage ('Htc1') of Level: ((Level of (Ability being cast) for (Triggering unit)) - 1) to Thunderclap_Damage
I attached a map (requires latest patch) that shows another way to do this with Floating Text. The way it's handling the Floating Text is not perfect but it should work 99% of the time. It'd only be a visual bug if it ever goes wrong.
It's a good idea to mention that in initial post imo.I'm using World Editor Version 1.29( Can you help me make a map in World Editor Version under 1.30?
Thunderclap

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Thunder Clap

Actions


Set point1 = (Position of (Triggering unit))


Set group1 = (Units within 300.00 of point1)


Custom script: call RemoveLocation(udg_point1)


Unit Group - Pick every unit in group1 and do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






((Picked unit) belongs to an enemy of (Triggering player)) Equal to True






((Picked unit) is A ground unit) Equal to True






((Picked unit) is Mechanical) Equal to False





Then - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(Random integer number between 1 and 100) Greater than 30







Then - Actions








Set Thunderclap_Damage = ((Real((Strength of (Triggering unit) (Include bonuses)))) x 5.00)







Else - Actions








Set Thunderclap_Damage = ((Real((Strength of (Triggering unit) (Include bonuses)))) x 10.00)







Unit - Cause (Triggering unit) to damage (Picked unit), dealing Thunderclap_Damage damage of attack type Spells and damage type Normal





Else - Actions


Custom script: call DestroyGroup(udg_group1)
I can't send you a map since I'm on the latest version but you can trigger the damage like this:I'm using World Editor Version 1.29( Can you help me make a map in World Editor Version under 1.30?
Cast Thunderclap v129

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Thunder Clap

Actions


Set Thunderclap_Point = (Position of (Triggering unit))


-------- --------


-------- Calculate the Strength bonus damage: --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Random integer number between 1 and 100) Greater than 30



Then - Actions




-------- Normal damage: --------




Set Thunderclap_Damage = ((Real((Strength of (Triggering unit) (Include bonuses)))) x 5.00)



Else - Actions




-------- Excellent damage: --------




Set Thunderclap_Damage = ((Real((Strength of (Triggering unit) (Include bonuses)))) x 10.00)


-------- --------


-------- Store units within the Area of Effect inside of a Unit Group: --------


Set Thunderclap_Group = (Units within (200.00 + (50.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))) of Thunderclap_Point.)


-------- --------


-------- Deal damage to enemy units: --------


Unit Group - Pick every unit in Thunderclap_Group and do (Actions)



Loop - Actions




Set Thunderclap_Target = (Picked unit)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Thunderclap_Target is alive) Equal to True






(Thunderclap_Target belongs to an enemy of (Owner of (Triggering unit)).) Equal to True






(Thunderclap_Target is A ground unit) Equal to True






(Thunderclap_Target is A structure) Equal to False






(Thunderclap_Target is Mechanical) Equal to False






(Thunderclap_Target is Magic Immune) Equal to False





Then - Actions






Unit - Cause (Triggering unit) to damage Thunderclap_Target, dealing Thunderclap_Damage damage of attack type Spells and damage type Normal





Else - Actions


-------- --------


-------- Clean up memory leaks: --------


Custom script: call RemoveLocation( udg_Thunderclap_Point )


Custom script: call DestroyGroup( udg_Thunderclap_Group )
Cast Thunderclap v129 ft

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Thunder Clap

Actions


Set Thunderclap_Point = (Position of (Triggering unit))


-------- --------


-------- Calculate the Strength bonus damage: --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Random integer number between 1 and 100) Greater than 30



Then - Actions




-------- Normal damage: --------




Set Thunderclap_Damage = ((Real((Strength of (Triggering unit) (Include bonuses)))) x 5.00)



Else - Actions




-------- Excellent damage: --------




Set Thunderclap_Damage = ((Real((Strength of (Triggering unit) (Include bonuses)))) x 10.00)


-------- --------


-------- Store units within the Area of Effect inside of a Unit Group: --------


Set Thunderclap_Group = (Units within (200.00 + (50.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))) of Thunderclap_Point.)


-------- --------


-------- Get the message used in the Floating Text: --------


Set Thunderclap_Text = (String((Integer(Thunderclap_Damage))))


-------- --------


-------- Deal damage to enemy units: --------


Unit Group - Pick every unit in Thunderclap_Group and do (Actions)



Loop - Actions




Set Thunderclap_Target = (Picked unit)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Thunderclap_Target is alive) Equal to True






(Thunderclap_Target belongs to an enemy of (Owner of (Triggering unit)).) Equal to True






(Thunderclap_Target is A ground unit) Equal to True






(Thunderclap_Target is A structure) Equal to False






(Thunderclap_Target is Mechanical) Equal to False






(Thunderclap_Target is Magic Immune) Equal to False





Then - Actions






Unit - Cause (Triggering unit) to damage Thunderclap_Target, dealing Thunderclap_Damage damage of attack type Spells and damage type Normal






-------- --------






Floating Text - Create floating text that reads Thunderclap_Text above Thunderclap_Target with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency






Set Thunderclap_Tag = (Last created floating text)






Floating Text - Set the velocity of Thunderclap_Tag to 64.00 towards 90.00 degrees






Floating Text - Change the lifespan of Thunderclap_Tag to 3.00 seconds






Floating Text - Change the fading age of Thunderclap_Tag to 2.00 seconds






Floating Text - Change Thunderclap_Tag: Disable permanence





Else - Actions


-------- --------


-------- Clean up memory leaks: --------


Custom script: call RemoveLocation( udg_Thunderclap_Point )


Custom script: call DestroyGroup( udg_Thunderclap_Group )
Set Thunderclap_Group = (Units within (200.00 + (50.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))) of Thunderclap_Point.)
