# Power (Real)
Grammar — x ^ p
Flags —Native
|Function
Returns a value raised to a given power or exponent.
# Arguments
fixed
— Valuefixed
— Power
Returns — fixed
native fixed Pow(fixed x, fixed power);
# Related
Category: Math / Arithmetic
- [F] —
int
— Absolute Value (Integer) — ( AbsI ) - [F] —
fixed
— Absolute Value (Real) — ( AbsF ) - [F] —
int
— Arithmetic (Integer) — ( ) - [F] —
int
— Bitwise Arithmetic (Integer) — ( ) - [F] —
fixed
— Arithmetic (Real) — ( ) - [F] —
int
— Arithmetic Multiple (Integer) — ( ) - [F] —
int
— Bitwise Arithmetic Multiple (Integer) — ( ) - [F] —
fixed
— Arithmetic Multiple (Real) — ( ) - [F] —
int
— Ceiling (Integer) — ( CeilingI ) - [F] —
fixed
— Ceiling (Real) — ( Ceiling ) - [F] —
int
— Clamp (Integer) — ( libNtve_gf_ArithmeticIntClamp ) - [F] —
fixed
— Clamp (Real) — ( libNtve_gf_ArithmeticRealClamp ) - [F] —
void
— Cycle — ( ) - [F] —
int
— Floor (Integer) — ( FloorI ) - [F] —
fixed
— Floor (Real) — ( Floor ) - [F] —
int
— Log2 (Integer) — ( Log2I ) - [F] —
fixed
— Log2 (Real) — ( Log2 ) - [F] —
fixed
— Log (Real) — ( libNtve_gf_Log ) - [F] —
int
— Modulo (Integer) — ( ModI ) - [F] —
fixed
— Modulo (Real) — ( ModF ) - [F] —
int
— Power (Integer) — ( PowI ) - [F] —
fixed
— Power (Real) — ( Pow ) - [F] —
int
— Round (Integer) — ( RoundI ) - [F] —
fixed
— Round (Real) — ( Round ) - [F] —
int
— Pow2 (Integer) — ( Pow2I ) - [F] —
fixed
— Pow2 (Real) — ( Pow2 ) - [F] —
int
— Square Root (Integer) — ( SquareRootI ) - [F] —
fixed
— Square Root (Real) — ( SquareRoot ) - [F] —
int
— Trunc (Integer) — ( TruncI ) - [F] —
fixed
— Trunc (Real) — ( Trunc )
# Examples
# campaigns/void.sc2campaign
// L561
Pow((gv_voidCrystals[lp_index].lv_minorRadius * Cos(lv_normalizedCurrentAngle)), 2.0)
// L561
Pow((gv_voidCrystals[lp_index].lv_majorRadius * Sin(lv_normalizedCurrentAngle)), 2.0)
// L576
Pow(lv_normalizedCurrentAngle, 2.0)
// L580
Pow((360.0 - lv_normalizedCurrentAngle), 2.0)
// L589
Pow((360.0 - lv_normalizedCurrentAngle), 2.0)
// L593
Pow(lv_normalizedCurrentAngle, 2.0)
// L2116
Pow(lv_sideC, 2.0)
// L2116
Pow((lv_sideA * Cos(lv_angleB)), 2.0)
// L2140
Pow(gv_voidCrystals[lv_index].lv_normalizedGroundHeightStartAngle, 2.0)
// L2141
Pow((360.0 - gv_voidCrystals[lv_index].lv_normalizedGroundHeightEndAngle), 2.0)
// L561
Pow((gv_voidCrystals[lp_index].lv_minorRadius * Cos(lv_normalizedCurrentAngle)), 2.0)
// L561
Pow((gv_voidCrystals[lp_index].lv_majorRadius * Sin(lv_normalizedCurrentAngle)), 2.0)
// L576
Pow(lv_normalizedCurrentAngle, 2.0)
// L580
Pow((360.0 - lv_normalizedCurrentAngle), 2.0)
// L589
Pow((360.0 - lv_normalizedCurrentAngle), 2.0)
// L593
Pow(lv_normalizedCurrentAngle, 2.0)
// L2116
Pow(lv_sideC, 2.0)
// L2116
Pow((lv_sideA * Cos(lv_angleB)), 2.0)
// L2140
Pow(gv_voidCrystals[lv_index].lv_normalizedGroundHeightStartAngle, 2.0)
// L2141
Pow((360.0 - gv_voidCrystals[lv_index].lv_normalizedGroundHeightEndAngle), 2.0)
# campaigns/voidstory.sc2campaign
— VoidCampaignMissionLib.galaxy
// L4837
Pow((lv_cameraPosition[0]-lv_effectPosition[0]), 2.0)
// L4837
Pow((lv_cameraPosition[1]-lv_effectPosition[1]), 2.0)
// L4837
Pow((lv_cameraPosition[2]-lv_effectPosition[2]), 2.0)
# mods/heromods/zarya.stormmod
// L1123
Pow(1.04, UnitXPGetCurrentLevel(EventUnit(), null))
// L1124
Pow(1.04, UnitXPGetCurrentLevel(EventUnit(), null))
# mods/heromods/zuljin.stormmod
// L170
Pow((lp_life - lv_maxLifePercentage), 2.0)
// L170
Pow((lv_minLifePercentage - lv_maxLifePercentage), 2.0)
# mods/novastoryassets.sc2mod
// L4484
Pow((lv_cameraPosition[0]-lv_effectPosition[0]), 2.0)
// L4484
Pow((lv_cameraPosition[1]-lv_effectPosition[1]), 2.0)
// L4484
Pow((lv_cameraPosition[2]-lv_effectPosition[2]), 2.0)
// L4484
Pow((lv_cameraPosition[0]-lv_effectPosition[0]), 2.0)
// L4484
Pow((lv_cameraPosition[1]-lv_effectPosition[1]), 2.0)
// L4484
Pow((lv_cameraPosition[2]-lv_effectPosition[2]), 2.0)
# mods/starcoop/starcoop.sc2mod
// L3541
Pow(libNtve_gf_CatalogFieldValueGetAsReal(c_gameCatalogBehavior, lv_b, "Modification.AttackSpeedMultiplier", lv_behaviorplayer), lv_bstackcount)
// L25322
Pow((lv_cameraPosition[0]-lv_effectPosition[0]), 2.0)
// L25322
Pow((lv_cameraPosition[1]-lv_effectPosition[1]), 2.0)
// L25322
Pow((lv_cameraPosition[2]-lv_effectPosition[2]), 2.0)
// L29240
Pow((lv_cameraPosition[0]-lv_effectPosition[0]), 2.0)
// L29240
Pow((lv_cameraPosition[1]-lv_effectPosition[1]), 2.0)
// L29240
Pow((lv_cameraPosition[2]-lv_effectPosition[2]), 2.0)