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    I must look at this sometime
    -----------------------------------
    Ok I have just tried it
    its awsome. I did bonus damage by paladin to undead units, and it worked well (just targetting enemies)
    I also have tried it with elune's grace and it seem to work with its effect on peircing attacks but not with spell. Not sure, but i think elune grace magic reduction (not spell) still works with this system
    Brilliant work Looking_For_Help
    I am wondering if there are any other particular abilities that does not work with this system apart from these two
    5/5
    Edit: is anti magic shell affected by this?
    Edit: also, as for rune bracers, we should just change the variable to whatever percentage we want yes? the "rune bracers damage reduction" variable or something
    Edit: and what about other abilities hardened skin etc
    i need to expirement all that

    Edit: ok, just tested it with this trigger
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    target Equal to Death Knight 0032 <gen>
    (source is A melee attacker) Equal to True
    Then - Actions
    Set Strength = (Real((Strength of target (Include bonuses))))
    Set Agility = (Real((Agility of target (Include bonuses))))
    Set Intellegence = (Real((Intelligence of target (Include bonuses))))
    Set Damage_Blocked = Strength
    Set Chance_To_Block = ((30.00 x Intellegence) + (20.00 + Agility))
    Set RandomInteger = (Random integer number between 1 and 10000)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Real(RandomInteger)) Less than or equal to Chance_To_Block
    Then - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    amount Greater than or equal to Damage_Blocked
    Then - Actions
    Set amount = (amount - Damage_Blocked)
    Else - Actions
    Set amount = 0.00
    Else - Actions
    Else - Actions



    and it seems that the damage reduction implemented after armor reduction :(

    I tried putting strength of hero 20 while grunt do 20 to 23 damage and they always do 0 damage when the armor of hero is seven which reduces 30% whcih means it reduces about 6 of grunt attack so grunt actually deals 14-17 and then it blocks 20 so total damage delt is 0 !!!! I tried with demon hunter it wasnt 0 damage cuz he deal 42 to somthing

    Im I wrong?
    ----------
    hi LFH
    You know actually it can work without that too..

    Just experimented.

    call UnitDamageTarget( udg_TargetingHero[0], udg_target, 0.001, true, false, ATTACK_TYPE_MAGIC , DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS )
    call UnitDamageTargetEx( udg_TargetingHero[0], udg_target, 200, true, false, ATTACK_TYPE_MAGIC , DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS )


    This trigger doesn't deal damage for the first time it is used(2nd part). But it deals damage after that no matter how many times used. I doesn't need a damage event to work.
    You didn't write that you had a function to deal damage. It was not written in your system API present in your system.
    http://www.hiveworkshop.com/forums/pastebin.php?id=tivnzj

    Here is my map. Its not a test map though.
    I just edited my map as quick as possible to make this.

    Anyway you have to type "dh" in chat to spawn the hero. The hero has a spell called fire in the 2nd spell. Select any enemy unit with left click, its life and mana would be updated on the multiboard on top. Then click on fire. It will be a short casting time spell and it will cast.

    All the triggers are placed in a category called "Demon Hunter FireBolt"

    It deals damage through

    function Trig_FireBolt_Over_Time_Actions takes nothing returns nothing
    local integer n
    local string icon = "ReplaceableTextures\\CommandButtons\\BTNFireBolt.blp"
    if (GetUnitTypeId(udg_source) == 'DHAA') then
    set n = GetPlayerId(GetOwningPlayer(udg_source))
    call UnitDamageTarget( udg_TargetingHero[0], udg_target, 200, true, false, ATTACK_TYPE_MAGIC , DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS )
    //call placebuff( udg_target, icon, 1, n, 5, 5)(deals overtime damage temporarily disabled for test map)
    endif
    endfunction


    And then

    function Trig_test1_Actions takes nothing returns nothing
    if udg_source == udg_TargetingHero[0] then
    set udg_amount = udg_amount + 0.01
    endif
    call DisplayTextToForce( GetPlayersAll(), "Damage = " + R2S(udg_amount) )
    endfunction


    You would see the attacks are actually dealing double damage.

    udg_TargetingHero[0] is the unit that spawns when you press dh in chat.

    It sounds complicated but it is not..
    I want to ask you something regarding your http://www.hiveworkshop.com/forums/spells-569/physical-damage-detection-gui-v1-0-0-2-a-231846/

    I am dealing damage as
    call UnitDamageTarget( dummyheros[0], udg_target, 100, true, false, ATTACK_TYPE_MAGIC , DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS )

    Cause if I deal damage with ATTACK_TYPE_NORMAL or anything other than ATTACK_TYPE_MAGIC, The actual damage is 2 times more than the damage I gave.

    And the issue with ATTACK_TYPE_MAGIC is if I do anything with the udg_amount, the damage is doubled. E.g.

    call UnitDamageTarget( dummyheros[0], udg_target, 100, true, false, ATTACK_TYPE_MAGIC , DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS )
    function Trig_asdsadasd_Actions takes nothing returns nothing
    set udg_amount = (udg_amount)-0.01
    call DisplayTextToForce( GetPlayersAll(), R2S(udg_amount))
    endfunction

    //===========================================================================
    function InitTrig_asdsadasd takes nothing returns nothing
    set gg_trg_asdsadasd = CreateTrigger( )
    call TriggerRegisterVariableEvent( gg_trg_asdsadasd, "udg_damageEventTrigger", EQUAL, 1.00 )
    call TriggerAddAction( gg_trg_asdsadasd, function Trig_asdsadasd_Actions )
    endfunction

    Deals 199.98 damage instead of 99.99 but

    function Trig_asdsadasd_Actions takes nothing returns nothing
    set udg_amount = (udg_amount)
    call DisplayTextToForce( GetPlayersAll(), R2S(udg_amount))
    endfunction

    //===========================================================================
    function InitTrig_asdsadasd takes nothing returns nothing
    set gg_trg_asdsadasd = CreateTrigger( )
    call TriggerRegisterVariableEvent( gg_trg_asdsadasd, "udg_damageEventTrigger", EQUAL, 1.00 )
    call TriggerAddAction( gg_trg_asdsadasd, function Trig_asdsadasd_Actions )
    endfunction

    always deals 100 damage
    Man, you are vjass genious, where, when and how long were you learning all this things. I cannot see every day use smart like u with low rep. How long, pls response
    ----------
    In Dota all spells are triggered, right? Because then its quite simple to do this.
    ----------
    Hi, yep, I received it twice. You have to enable "keep a copy of my message in sent box" somewhere in vbulletin options menu.
    Hey, I'm doing some research right now based on your post -

    http://www.hiveworkshop.com/forums/2268415-post1.html

    And I noticed a piece of data missing. For your reference, dealing 1. ConvertAttackType(7) damage to a unit with armor type "normal" will deal 522, just like armor type heavy. However, the units armor icon will the be the "light" icon and its description will be the "medium" description. As far as I know, no unit in wc3 ladder uses the normal armor type.

    I'm not sure how any of this effects you, but you seem like the kind of guy who's interested in such things.
    Reputation (+2):
    (Post) very well done. Do your best to ignore nestharus' rage as he is upset that his 5 years of relentless, incessant wc3 coding and knowledge of algorithms and data structures has done nothing to beat what you made here.
    Cool :D

    Sorry for the hard words, but I really appreciate your reaction, not many people would react like this! I did'nt know you didn't know about the stack, so I didn't understood the problem :D

    Have to go to work now, will later write more.

    Bye,
    lfh
    shoulda told me that Spell Damage Reduction ability doesn't stack, lol

    been like
    "dude, spell damage reduction doesn't stack"

    then I woulda been like

    "oh... >.<, epic fail for me"

    your code still needs to be rewritten, but it is 100% plausible

    did the extension for damage event myself as it was very simple =) + to show you how to code it right (vjass style, you'd likely just be using JASS)

    Excellent Idea man : D
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