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Set DashDamage[DashInteger[1]] = ((Real((Level of Dash for DashCaster[DashInteger[1]]))) x 200.00)
Maybe I whould "break" it for you.
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Set DashDamage[DashInteger[1]]
Thats the damage dealt and used by the spell. Don't touch it. (No rly don't)
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(Real((Level of Dash for DashCaster[DashInteger[1]]))) x 200.00)
This is the damage formula.
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(Level of Dash for DashCaster[DashInteger[1]])
This is the level of the ability. So it will be 1 for hero with level 1 spell, 3 for hero with level 3 spell etc.
Then you have a constant of 200.
The whole arithmetic makes it so the damage is equal to LEVEL OF ABILITY*200
So hero casting lvl 1 spell will deal 1*200 damage. With lvl 2 ability 2*200. With lvl 3 will deal 3*200. With lvl 1324 will deal 1324*200.
You can change the "200" without any GUI knowledge and without bugging anything.