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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![]()
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
bla bla

unit gets attacked bla bla

level of ability x is greater then 0 bla bla

dmg bla bla
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.
Return

Events


Unit - A unit Is attacked

Conditions


(Level of Return for (Attacked unit)) Greater than 0

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
Good job, Spwin!

