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)
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Type Bonuses
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Events
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Conditions
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Actions
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Set Damage_Multiplier = 1.00
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-------- Vs Normal --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(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
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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 --------
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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
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Damage_Type Equal to Steel
-
-
-
-
Then - Actions
-
Set Damage_Multiplier = (Damage_Multiplier / 2.00)
-
-
Else - Actions
-
-
-
-
-
Else - Actions
-
-
-------- Vs Water --------
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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
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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)
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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
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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)
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-
Else - Actions
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-------- Swarm --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
-
Damage_Type Equal to Bug
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(Level of Swarm for Damage_TargetUnit) Equal to 1
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(Percentage life of TempUnit) Less than or equal to 50.00
-
-
Then - Actions
-
Set Damage_Multiplier = (Damage_Multiplier x 1.25)
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-
Else - Actions
-
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-------- Thick Fat --------
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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))))
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-------- Sunny Day - Fire Bonus --------
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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
-
-
-