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
-
-
-
-







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
-
-
-
