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Spell Question/Request?

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Level 13
Joined
Oct 16, 2010
Messages
737
Hi

I didn't really know whether to put this in this forum or requests so if it's in the wrong place then my bad.

Moving on. I've recently started a new map and it needs LOTS of custom spells, these must be custom as they all will be dependent on the casters Intelligence/Agility. I've got some idea how to make spells but I can only make ones that are instant damage/buff and if they are DPS then I can't make them GUI.

Problem here is that my map needs spells that aren't instant, DPS isn't something I want to be adding for these custom spells as I have 2 specific buffs (Poison and Burn) that deal a small % of their current HP which is sorted in a trigger already.

The main spell I am looking to create is one where you can target a unit/point and it will fire a missile in a line and it will damage the first unit it hits.

I have created a damage system that can be activated with ease so I am just looking for effects really. I would settle for instant damage but it makes it a lil boring if I'm honest!!!

Any help with this would be muchly appreciated!!! I am thinking of some other more unique spells but I won't worry about them just yet, if you're interested in helping with these then just ask! :)


This is the system that gets activated just before the damage is dealt. Damage_TargetUnit is the target unit, TempUnit is the caster, Damage_Stat is the users Agility/Intelligence (depending on the spell), Damage_AttackType is set to either Physical or Special (this will make differences in "Ability Bonuses" which is incomplete)

  • Type Bonuses
    • Events
    • Conditions
    • Actions
      • Set Damage_Multiplier = 1.00
      • -------- Vs Normal --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Normal Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Damage_Type Equal to Fighting
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Rock
                      • Damage_Type Equal to Steel
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Damage_Type Equal to Ghost
                    • Then - Actions
                      • Set Damage_Multiplier = 0.00
                    • Else - Actions
        • Else - Actions
      • -------- Vs Fire --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Fire Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Water
                  • Damage_Type Equal to Ground
                  • Damage_Type Equal to Rock
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Fire
                      • Damage_Type Equal to Grass
                      • Damage_Type Equal to Ice
                      • Damage_Type Equal to Bug
                      • Damage_Type Equal to Steel
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
        • Else - Actions
      • -------- Vs Water --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Water Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Electric
                  • Damage_Type Equal to Grass
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Water
                      • Damage_Type Equal to Fire
                      • Damage_Type Equal to Ice
                      • Damage_Type Equal to Steel
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
        • Else - Actions
      • -------- Vs Electric --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Electric Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Damage_Type Equal to Ground
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Electric
                      • Damage_Type Equal to Flying
                      • Damage_Type Equal to Steel
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
        • Else - Actions
      • -------- Vs Grass --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Grass Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Fire
                  • Damage_Type Equal to Flying
                  • Damage_Type Equal to Ice
                  • Damage_Type Equal to Poison
                  • Damage_Type Equal to Bug
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Electric
                      • Damage_Type Equal to Water
                      • Damage_Type Equal to Ground
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
        • Else - Actions
      • -------- Vs Ice --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Ice Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Fire
                  • Damage_Type Equal to Fighting
                  • Damage_Type Equal to Rock
                  • Damage_Type Equal to Steel
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Damage_Type Equal to Ice
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
        • Else - Actions
      • -------- Vs Fighting --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Fighting Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Flying
                  • Damage_Type Equal to Psychic
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Bug
                      • Damage_Type Equal to Rock
                      • Damage_Type Equal to Dark
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
        • Else - Actions
      • -------- Vs Poison --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Poison Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Ground
                  • Damage_Type Equal to Psychic
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Grass
                      • Damage_Type Equal to Fighting
                      • Damage_Type Equal to Poison
                      • Damage_Type Equal to Bug
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
        • Else - Actions
      • -------- Vs Ground --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Ground Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Water
                  • Damage_Type Equal to Grass
                  • Damage_Type Equal to Ice
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Poison
                      • Damage_Type Equal to Rock
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Damage_Type Equal to Electric
                    • Then - Actions
                      • Set Damage_Multiplier = 0.00
                    • Else - Actions
        • Else - Actions
      • -------- Vs Flying --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Flying Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Electric
                  • Damage_Type Equal to Rock
                  • Damage_Type Equal to Ice
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Grass
                      • Damage_Type Equal to Fighting
                      • Damage_Type Equal to Bug
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Damage_Type Equal to Ground
                    • Then - Actions
                      • Set Damage_Multiplier = 0.00
                    • Else - Actions
        • Else - Actions
      • -------- Vs Psychic --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Psychic Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Bug
                  • Damage_Type Equal to Ghost
                  • Damage_Type Equal to Dark
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Fighting
                      • Damage_Type Equal to Psychic
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Damage_Type Equal to Ground
                    • Then - Actions
                      • Set Damage_Multiplier = 0.00
                    • Else - Actions
        • Else - Actions
      • -------- Vs Bug --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Bug Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Fire
                  • Damage_Type Equal to Flying
                  • Damage_Type Equal to Rock
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Grass
                      • Damage_Type Equal to Fighting
                      • Damage_Type Equal to Ground
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
        • Else - Actions
      • -------- Vs Rock --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Rock Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Water
                  • Damage_Type Equal to Grass
                  • Damage_Type Equal to Fighting
                  • Damage_Type Equal to Ground
                  • Damage_Type Equal to Steel
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Normal
                      • Damage_Type Equal to Fire
                      • Damage_Type Equal to Poison
                      • Damage_Type Equal to Flying
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
        • Else - Actions
      • -------- Vs Ghost --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Ghost Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Ghost
                  • Damage_Type Equal to Dark
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Poison
                      • Damage_Type Equal to Bug
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • Damage_Type Equal to Normal
                          • Damage_Type Equal to Fighting
                    • Then - Actions
                      • Set Damage_Multiplier = 0.00
                    • Else - Actions
        • Else - Actions
      • -------- Vs Dragon --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Dragon Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Dragon
                  • Damage_Type Equal to Ice
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Fire
                      • Damage_Type Equal to Water
                      • Damage_Type Equal to Electric
                      • Damage_Type Equal to Grass
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
        • Else - Actions
      • -------- Vs Dark --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Dark Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Fighting
                  • Damage_Type Equal to Dark
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Ghost
                      • Damage_Type Equal to Dark
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Damage_Type Equal to Psychic
                    • Then - Actions
                      • Set Damage_Multiplier = 0.00
                    • Else - Actions
        • Else - Actions
      • -------- Vs Steel --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Steel Type for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Damage_Type Equal to Fighting
                  • Damage_Type Equal to Fire
                  • Damage_Type Equal to Ground
            • Then - Actions
              • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • Damage_Type Equal to Normal
                      • Damage_Type Equal to Grass
                      • Damage_Type Equal to Ice
                      • Damage_Type Equal to Flying
                      • Damage_Type Equal to Psychic
                      • Damage_Type Equal to Bug
                      • Damage_Type Equal to Rock
                      • Damage_Type Equal to Dragon
                      • Damage_Type Equal to Steel
                • Then - Actions
                  • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Damage_Type Equal to Poison
                    • Then - Actions
                      • Set Damage_Multiplier = 0.00
                    • Else - Actions
        • Else - Actions
      • Trigger - Run Natural Ability Bonuses <gen> (checking conditions)
  • Natural Ability Bonuses
    • Events
    • Conditions
    • Actions
      • -------- Levitate --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Damage_Type Equal to Ground
          • (Level of Levitate for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • Set Damage_Multiplier = 0.00
        • Else - Actions
      • -------- Flash Fire --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Damage_Type Equal to Fire
          • (Level of Flash Fire for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • Set Damage_Multiplier = (Damage_Multiplier x 1.25)
        • Else - Actions
      • -------- Torrent --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Damage_Type Equal to Water
          • (Level of Torrent for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • Set Damage_Multiplier = (Damage_Multiplier x 1.25)
        • Else - Actions
      • -------- Overgrow --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Damage_Type Equal to Grass
          • (Level of Overgrow for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • Set Damage_Multiplier = (Damage_Multiplier x 1.25)
        • Else - Actions
      • -------- Swarm --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Damage_Type Equal to Bug
          • (Level of Swarm for Damage_TargetUnit) Equal to 1
          • (Percentage life of TempUnit) Less than or equal to 50.00
        • Then - Actions
          • Set Damage_Multiplier = (Damage_Multiplier x 1.25)
        • Else - Actions
      • -------- Thick Fat --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • Damage_Type Equal to Fire
              • Damage_Type Equal to Water
          • (Level of Thick Fat for Damage_TargetUnit) Equal to 1
        • Then - Actions
          • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
        • Else - Actions
      • Trigger - Run Ability Bonuses <gen> (checking conditions)
  • Ability Bonuses
    • Events
    • Conditions
    • Actions
      • Set Damage_Defence = (Real((Strength of Damage_TargetUnit (Include bonuses))))
      • -------- Sunny Day - Fire Bonus --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Damage_Type Equal to Fire
          • (TempUnit has buff Sunny Day ) Equal to True
        • Then - Actions
          • Set Damage_Multiplier = (Damage_Multiplier x 2.00)
        • Else - Actions
      • -------- Sunny Day - Water Resistance --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Damage_Type Equal to Water
          • (TempUnit has buff Sunny Day ) Equal to True
        • Then - Actions
          • Set Damage_Multiplier = (Damage_Multiplier / 2.00)
        • Else - Actions
      • Trigger - Run Final Damage <gen> (checking conditions)
  • Final Damage
    • Events
    • Conditions
    • Actions
      • Set Damage_Final = ((Damage_Stat x (Damage_Power / 10.00)) x Damage_Multiplier)
      • Set Damage_Final = (Damage_Final - Damage_Defence)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Damage_Final Less than 0.00
        • Then - Actions
          • Set Damage_Final = 0.00
        • Else - Actions
 
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