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Yes, there are no GUI equivalents for the new natives. Even though there are now new natives by Blizzard for damage detection, I'd still suggest to use Damage Engine or something, since it's a lot easier to use than to make your own triggers. Also Damage Engine for example has a lot of other features too.
Yes, there are no GUI equivalents for the new natives. But I'd still suggest to use Damage Engine or something, since it's a lot easier to use than to make your own triggers. Also Damage Engine for example has a lot of other features too.
They won't. They use just the same coding that you would have to do yourself anyway. They are not some third-party-tools, they are just JASS code made ready for you to use.
I would recommend using Damage Engine 5.4.2.0. Yeah the events aren't public to GUI yet, but you wouldn't believe the hurdles that need to be gone over in order to compensate of the glitchy and complex rhythm of WarCraft 3's damage processing. In the end you'd want to use a system as flushed out as Damage Engine if you want to take advantage of all the game has to offer - there's no other system like it.
A basic damage detection trigger looks like this:
On Damage
Events
Game - Value of DamageEvent becomes Equal to 1.00
Conditions
Actions
Game - Display to (All Players) the text (Name of DamageEventSource) + Damaged + (Name of DamageEventTarget) + for (DamageEventAmount)
Basic modification to double the damage looks like this:
Mod Damage
Events
Game - Value of DamageModifierEvent becomes Equal to 1.00
Conditions
Actions
Set DamageEventAmount = (DamageEventAmount x 2)
Those cover really simple scenarios. Here's how you detect things like Ranged or Spell Damage:
Ranged Damage
Events
Game - Value of DamageEvent becomes Equal to 1.00
Conditions
IsDamageRanged Equal to True
Actions
Spell Damage
Events
Game - Value of DamageEvent becomes Equal to 1.00
Conditions
IsDamageSpell Equal to True
Actions
And here's a more complex feature recently added about how you can "deflect" an attack from the target back at the source:
Deflect Damage
Events
Game - Value of DamageModifierEvent becomes Equal to 1.00
Conditions
Actions
Unit - Cause DamageEventTarget to damage DamageEventSource for DamageEventAmount using attack type CONVERTED_ATTACK_TYPE[DamageEventAttackT] and damage type CONVERTED_DAMAGE_TYPE[DamageEventDamageT]
Set DamageEventAmount = 0.00
Here's "dodging" damage (no impact sound is played):
Dodge Damage
Events
Game - Value of DamageModifierEvent becomes Equal to 1.00
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