I do not think you can.
Check some of the data options like game play constants if anything it will be in there if not in the object editor.
It is triggered.
A unit is attacked event, checking level of ability of attacked unit. Then damaging the attacking unit.
Nothing special
And yes it damages you before you shoot
Its an integer
- Return
- Events
- Unit - A unit Is attacked
- Conditions
- (Unit-type of (Attacked unit)) Equal to Centaur
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of Return for (Attacked unit)) Equal to 0
- Then - Actions
- Do nothing
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of Return for (Attacked unit)) Greater than 0
- Then - Actions
- Unit - Cause (Attacked unit) to damage (Attacking unit), dealing (5.00 x (Real((Level of Return for (Attacked unit))))) damage of attack type Spells and damage type Normal
- Else - Actions
This will fail.
First of all you do not need Do Nothing (you guys just never get that, do you ?), and the second thing - you do NOT even need the first if statement.
Good job, Spwin!