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!
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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set Damage_Multiplier = (Damage_Multiplier / 2.00)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set Damage_Multiplier = (Damage_Multiplier / 2.00)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set Damage_Multiplier = (Damage_Multiplier / 2.00)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set Damage_Multiplier = (Damage_Multiplier / 2.00)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set Damage_Multiplier = (Damage_Multiplier / 2.00)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set Damage_Multiplier = (Damage_Multiplier / 2.00)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set Damage_Multiplier = (Damage_Multiplier / 2.00)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set Damage_Multiplier = (Damage_Multiplier / 2.00)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set Damage_Multiplier = 0.00
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set Damage_Multiplier = (Damage_Multiplier / 2.00)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- 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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
Conditions
-
Or - Any (Conditions) are true
-
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
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- 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
-
If - Conditions
- -------- 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
-
If - Conditions
- -------- 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
-
If - Conditions
- -------- 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
-
If - Conditions
- -------- 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
-
If - Conditions
- -------- 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
-
Conditions
- (Level of Thick Fat for Damage_TargetUnit) Equal to 1
-
Or - Any (Conditions) are true
-
Then - Actions
- Set Damage_Multiplier = (Damage_Multiplier / 2.00)
- Else - Actions
-
If - Conditions
- 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
-
If - Conditions
- -------- 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
-
If - Conditions
- 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
-
If - Conditions