• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Damage Engine 5.A.0.0

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
Damage Engine

Three GUI Damage systems for the community of The Hive,
Seven vJass Damage systems for the JASS-heads on their pedestals high,
Nine competing Damage systems, doomed to die,
One for Bribe on his dark throne
In the Land of the Hive where the Workshop lies.
One Damage Engine to rule them all, One Damage Engine to find them,
One Damage Engine to bring them all and in cross-compatibility unite them.


Whether you're looking for a simple DDS (Damage Detection System), need to modify damage or even if you want a complex network of damage pre-and post-processing, this resource is for you. Damage Engine is the most adapted DDS in existence to take full advantage of the new damage detection natives, and is constantly evaluated and scrutinized by both the community and myself for performance improvements, bug fixes and new features alike.

What started with humble beginnings to bring a Unit Indexer-based version of DDS to GUI users to improve on the previous standard (at the time it was Weep's GDDS) would eventually evolve to incorporate other aspects of damage systems out there. @looking_for_help had identified an extremely useful technique with negative spell resistance being used to detect spell damage, and for a time his Physical Damage Detection system became the new standard. It wouldn't be until much later when Damage Engine would resurface and use the same technique in order to be more useful for the community.

Fast forward to 2020, and you'll find not only that cross-compatibility with Weep's and LFH's systems are incorporated, but the most popular DDS systems in existence - even vJass ones - are fully supported via stripped-down API wrappers. All of the functionality of prior DDS systems has been infused into Damage Engine 5.7, and as such the transition to a "one size fits all" DDS is complete. I hope you find this to be useful, and I also hope that it will help you in developing your map to be more dynamic what than you had previously thought possible.

Features

Legacy Code & Requirements

How it works

How to install/upgrade

Video Guides

FAQs

Thanks


  • Damage Type, Attack Type, Weapon Type, Armor Type and Defense Type detection and modification to alter/understand the fundamentals of WarCraft 3's damage processing;
  • Access to the view and change the damage amount before and/or after reduction by armor, armor type and shields.
  • Fully cross-compatible with every major DDS - vJass and GUI alike.
  • Correctly distribute/negate Spirit Link damage.
  • Differentiate between Ranged, Melee, Spell or other types of attack.
  • Does not require any Object Editor data nor Unit Indexer.
  • As of 5.4, it is now completely recursion-proof.
  • Other features:
    • Damage Blocking, reducing, amplifying and/or conversion to healing
    • Does not require you to know nor use Jass NewGen Pack nor any custom script
    • Custom DamageType association available to be set before and/or during damage event
    • Detect when multiple targets were hit simultaneously via DamageEventAOE > 1.
    • Detect when the same unit was hit simultaneously by the same source via DamageEventLevel > 1.
  • Detect damage: use the event "OnDamageEventEqual to <any value>". You have access to the following variables for reference:
    • DamageEventSource - the unit dealing the damage
    • DamageEventTarget - the unit receiving the damage
    • DamageEventAmount - the amount of damage the unit will receive
    • DamageEventPrevAmt - the amount of damage prior to being modified by the game engine.
    • DamageEventAttackT - the attack type (Chaos, Spells, Pierce, etc.)
    • DamageEventDamageT - the damage type - for comprehensive info, click here.
    • DamageEventWeaponT - the weapon type determines if an attack plays some kind of sound on attack (ie. Metal Heavy Bash). It is always NONE for spells and almost always NONE for ranged attacks.
    • DamageEventArmorT - the armor type (Flesh, Stone, Ethereal, etc.)
    • DamageEventDefenseT - the defense type (Hero, Fortified, Unarmored, etc.)
    • DamageEventArmorPierced - if DAMAGE_TYPE_NORMAL, how much armor was set to be ignored by the user.
    • IsDamageSpell, IsDamageRanged, IsDamageMelee - determine the source category of damage dealt.
    • IsDamageCode - Determine if the damage was dealt natively or by the user. This can give incorrect readings if the user has not identified to Damage Engine that it is code damage. Therefore I recommend setting NextDamageType prior to dealing damage.
    • DamageEventType - An integer identifier that can be referenced by you for whatever extra differentiation you need. You can also create your own special damage types and add them to the definitions in the Damage Event Config trigger. If you the unit should explode on death by that damage, use a damage type integer less than 0. If you want the damage to ignore all modifications, use DamageTypePure.
  • To change damage before it's processed by the WarCraft 3 engine: use the event "PreDamageEvent Becomes Equal to <any value>". Whether you just want to use one monolithic trigger for all damage modification like I do in the demo map, or use the different modifier events here, is up to you.
  • To interact with damage after it's been factored for armor and resistances, use "ArmorDamageEvent Becomes Equal to <any value>". This is typically useful for custom shields. If you fully block or absorb DamageEventAmount (setting it to 0 or less), this event doesn't run.
  • To set the DamageEventType before dealing triggered Damage, use:
    - Set NextDamageType = DamageTypeWhatever
    - Unit - Cause...
  • You can modify the following variables from a "PreDamageEvent" trigger:
    • DamageEventAmount
    • DamageEventAttackT/DamageT/WeaponT/ArmorT/DefenseT
    • DamageEventArmorPierced
    • DamageEventType
    • DamageEventOverride - You can set this if you want to remind yourself not to modify the damage further. If you use the UNKOWN damage type from a Unit - Damage Target native or set "NextDamageType = DamageTypePure" before that function, damage modification is skipped.
  • To catch a unit the moment before it would die from damage, use LethalDamageEvent Becomes Equal to 1.00. Instead of modifying the DamageEventAmount here, modify LethalDamageHP to let the system know how much life to keep the unit alive with. Or you can just reference that LethalDamageHP value in order to know how much "overkill" damage was dealt.
  • To catch a unit as soon as the damage is applied against its Hit Points, use AfterDamageEvent Equal to 1.00.
  • Usage of the "<Event> becomes EQUAL to <value>" can be extrapolated as per the below:
    • EQUAL works as it always has - will run for any damage.
    • NOT EQUAL only runs for code damage.
    • LESS THAN only runs for damage from attacks but not coded attacks.
    • LESS THAN OR EQUAL only runs for melee attacks but not coded attacks.
    • GREATER THAN OR EQUAL only runs for ranged attacks but not coded attacks.
    • GREATER THAN only runs for Spell damage but not coded spell damage.

  • Damage Engine 5 and higher requires the latest Warcraft 3 patch (currently 1.32).
  • For people who did not update their game to Reforged / have not updated to Reforged yet. Alternatively, adding the below JASS script to the top of the DamageEngine library SHOULD enable it to work too:

    JASS:
    function BlzGetEventIsAttack takes nothing returns boolean
         return BlzGetEventDamageType() == DAMAGE_TYPE_NORMAL
    endfunction
  • I have created a Pastebin for all information pertaining to Damage Engine 3.8, including the link to download it, via: Damage Engine 3.8.0.0 | HIVE.
  • As of 20 June 2020, JNGP users who are still on WarCraft 3 1.26 can benefit from Damage Engine 3A, which integrates many of the design choices added in various stages of Damage Engine 5. This is a special update which only requires the JASS script be replaced (no new GUI variables added). Can be found here: Damage Engine 3A.0.0.0 and 3.8.0.0 | HIVE

1
Unit attacks or casts a spell. The pure damage is assessed at this point - damage dice, evasion, critical strike. There is currently no event to affect or modify these at source.
→ →
2
The projectile or weapon hits the target unit
→ →
3
EVENT_UNIT_DAMAGING is fired before any modifications to the damage are made.
→ ↓
↓ ←
6
User changes to DamageEventAmount and/or to DamageEventDamageT/AttackT/WeaponT are saved into the WC3 engine.
← ←
5
If any recursive damage is detected from any of those events, it is postponed and the current damage will continue first.
← ←
4
Damage Engine deploys the PreDamageEvent
7
WarCraft 3 processes the user damage.
→ →
8
WarCraft 3 then distributes the user damage into Spirit Link (before armor)
→ →
9
WarCraft 3 runs any interrupting events, such as spirit link or defensive damage like Thorns Aura
→ ↓
↓ ←
12
The EVENT_UNIT_DAMAGED event runs. This is the original event we have always had access to. Damage Engine will either keep using the original variables from the DAMAGING event, or if there was Spirit Link/defensive damage it will freshly retrieve the event values from WC3 and only retain DamageEventPrevAmt.
← ←
11
Once any potential recursive WarCraft 3 damage is processed, the armor/mana shield modifications to the damage are performed.
← ←
10
If such events such as Spirit Link were detected, they fire their own EVENT_UNIT_DAMAGING & EVENT_UNIT_DAMAGED, and DamageEngine processes it along the way for the user.
13
If the damage is above zero, ArmorDamageEvent will run. If any recursive damage is detected, it is postponed.
→ →
14
The user can make modification to the damage here with the after-damage amount.
→ →
15
The user can access DamageEventPrevAmount if they want to know the damage amount before user changes/WarCraft 3 changes.
→ ↓
↓ ←
18
The user can specify whether or not to change LethalDamageHP in order to stop the unit from dying.
← ←
17
If the damage is still above zero, check if the damage is lethal. If so, run LethalDamageEvent 1.00. If any recursive damage is detected, it is postponed.
← ←
16
If the user wants the value that DamageEngine used to have with DamageEventPrevAmt (after WarCraft 3 processing but before user changes) they multiply DamageEventPrevAmt x DamageScalingWC3.
19
Once all modification is done, run OnDamageEvent. If any recursive damage is detected, it is postponed.
→ →
20
After a new damage instance is detected, or the 0.00 timer expires, run AfterDamageEvent. If any recursive damage is detected, it is postponed.
→ →
21
Run all potential recursive Unit - Damage Target function calls in chronological order (first in, first out).

How to install Damage Engine:
  1. Use WarCraft 3 Version 1.32
  2. If you're upgrading from 3.8 or prior, please delete the entire "Damage Engine" category from your map.
  3. Copy & Paste the Damage Engine category from the attached map to your own map.
How do I upgrade to the latest Damage Engine?
- Depending on the complexity, you'll either need to re-copy the Damage Engine category or just the Damage Engine script. Generally, you can use this as a guide:

  • Damage Engine _._._.x - only requires copying of the JASS script
  • Damage Engine _._.x._ - generally only needs copying of the JASS script, but read the patch notes in case there are changes you may want to make to your own code in order to utilize the changes.
  • Damage Engine _.x._._ - delete your current Damage Engine category or manually add the missing variables to your Variable Editor, and update your JASS script.
  • Damage Engine x._._._ - this occurs very infrequently. Typically requires changes to the way Damage Engine needs to be installed and used.

Notes about upgrading from Damage Engine 4.0 or prior:
  • Revert any custom Object Editor changes made (such as Life Drain reversal, Spell Damage Reduction inversion, etc).
  • You can safely delete the custom spells "Spell Damage Detection" and "Cheat Death Ability"
  • You can delete the Unit Indexer trigger if you do not use it or would prefer to use a different indexer.
  • You should delete any "Mana Shield fix" or "Finger of Death fix" you may have imported, as well as revert any Object Editor data that was required to make it work, as these are no longer needed.
  • !!!DEPRECATED FEATURE!!! As of 5.4, do not bother to take any recursive damage mitigation - Damage Engine will now handle all of that for you!
  • !!!DEPRECATED FEATURE!!! Do not use "ClearDamageEvent" - it does nothing. Just delete it.
  • !!!DEPRECATED FEATURE!!! Do not use "NextDamageOverride" - set NextDamageType = DamageTypePure instead.
  • !!!CHANGED FEATURE!!! If the system detects code damage and the user did not specify it as any particular DamageEvenType, the system will assign it DamageTypeCode automatically.
  • !!!CHANGED FEATURE!!! DamageModifierEvent 1.00-3.00 now run prior to armor reduction. This enables the user to modify the damage before armor and resistance changes are applied - also before Mana Shield and Anti-Magic shell kick in, so no more need for special triggers.


  • Q: Why am I getting a bunch of 'trigger was disabled' errors when I save my map?
  • A: This issue is not unique to Damage Engine, but to all vJass resources. Blizzard has taken the very confusing decision to make JassHelper 'disabled' by default, meaning that every new map that uses a vJass resource has to manually enable JassHelper. Please see this thread if you want to know where to find the Enable JassHelper option.
    .
  • Q: How can I detect when a unit gets damaged?
  • A: Create a trigger with the event: "Game - Value of Real Variable <DamageEvent> becomes Equal to 1.00".
    • Use the following custom variables to reference the event responses:
      • DamageEventSource - the unit dealing the damage
      • DamageEventTarget - the unit getting damaged
      • DamageEventAmount - how much damage is being dealt
      • DamageEventAttackT - which attack type was used by DamageEventSource to damage DamageEventTarget
      • DamageEventDamageT - which damage type was used to damage the target (ie. UNIVERSAL for ultimate damage, or NORMAL for damage that gets reduced by armor).
      • DamageEventDefenseT - which defense type does the target unit have (ie. Hero, Fortified, Unarmored).
      • DamageEventArmorT - which armor type does the target unit have (ie. Flesh, Ethereal, Stone).
      • DamageEventPrevAmt - what the value of the damage was before being modified by armor, ethereal/item bonuses or user changes.
        .
  • Q: How do I modify the damage that is dealt to a unit?
  • A: Create a trigger with the event: "Game - Value of Real Variable <PreDamageEvent> becomes Equal to <any value>".
    • You can change the following variables to affect the damage that will be dealt:
      • DamageEventAmount - how much damage will be dealt (before armor reductions)
      • DamageEventAttackT - which attack type will be used by DamageEventSource to damage DamageEventTarget
      • DamageEventDamageT - which damage type will be used to damage the target.
      • DamageEventDefenseT - which defense type should the target unit have during this attack.
      • DamageEventArmorT - which armor type should the target unit have during this attack.
      • DamageEventArmorPierced - how much armor value to ignore when dealing this damage (applies to DAMAGE_TYPE_NORMAL only, otherwise all armor is ignored).
        .

  • Q: How do I deal Pure damage to a unit (bypassing armor/skipping user modification)?
  • A: Use the following actions:
    • Set NextDamageType = DamageTypePure
    • Unit - Cause Source to damage Target for Amount using attack type Spells and damage type Universal
      .

  • Q: How do I protect against recursive damage?
  • A: Damage Engine 5.4 and above is completely recursion-proof, using vJass hooks to detect registered Damage Event triggers.
    .

  • Q: I've been using <insert Damage system here>. Can I use those with Damage Engine?
  • A: Better - Damage Engine has integrated cross-compatibility with all other approved Damage systems and even the major ones from outside of Hiveworkhop.
    .

  • Q: Can I cause an attack to 'Miss' its target?
  • A: Kind of. Ranged attacks will still explode on the target, and on-hit effects will still apply, but you can do the following:
    • Use the event "PreDamageEvent becomes Equal to 1.00"
    • Use the following actions:
      • Set DamageEventAmount = 0.00
      • Set DamageEventArmorT = ARMOR_TYPE_NONE
      • Set DamageEventWeaponT = WEAPON_TYPE_NONE
    • Setting the weapon type and armor type to none like the above will stop any on-hit sounds from playing. When the Peasant attacks in the demo map, this is the trick I'm using. Instead of saying "MISSED!" I have the Floating Text saying "FAIL!" because - again - it's not exactly a "miss".

Thank you to Blizzard for continuing to work on this amazing game to give us awesome new natives that have the best possible control over incoming damage. Damage Engine brings that power to GUI. Also, a very special thank you to @KILLCIDE for getting me motivated to start up the 5.0 project in the first place.

Thank you to the users of this system who have helped me mold this project into the stable, powerful form it is in today!

For versions 3.8 and prior:

Thank you @looking_for_help for finding the spell damage detection method used in Damage Engine 3 - it was the greatest find since the undefend bug.

Thanks to Jesus4Lyf and @Nestharus for building the inspiration that originally led me to create DamageEngine.

Thank you Wietlol and looking_for_help for challenging me on this project to integrate solutions to problems I had not been made aware of, such as the importance of an After-Damage Event.

Thanks to @Spellbound for several crucial bug reports.


Damage Engine Config

Damage Engine vJass

Damage Engine Lua

Changelog


  • Damage Engine Config
    • Events
      • Map initialization
      • Game - DamageModifierEvent becomes Greater than 0.00
      • Game - LethalDamageEvent becomes Less than or equal to 0.00
      • Game - DamageEvent becomes Not equal to 0.00
      • Game - AfterDamageEvent becomes Less than 0.00
      • Game - AOEDamageEvent becomes Greater than or equal to 0.00
      • Game - SourceDamageEvent becomes Equal to 0.00
      • Game - PreDamageEvent becomes Equal to 0.00
      • Game - ArmorDamageEvent becomes Equal to 0.00
      • Game - ZeroDamageEvent becomes Equal to 0.00
    • Conditions
    • Actions
      • -------- You can add extra classifications here if you want to differentiate between your triggered damage --------
      • -------- Use DamageTypeExplosive (or any negative value damage type) if you want a unit killed by that damage to explode --------
      • -------- - --------
      • -------- The pre-defined type Code might be set by Damage Engine if Unit - Damage Target is detected and the user didn't define a type of their own. --------
      • -------- "Pure" is especially important because it overrides both the Damage Engine as well as WarCraft 3 damage modification. --------
      • -------- I therefore gave the user "Explosive Pure" in case one wants to combine the functionality of the two. --------
      • -------- - --------
      • Set VariableSet DamageTypePureExplosive = -2
      • Set VariableSet DamageTypeExplosive = -1
      • Set VariableSet DamageTypeCode = 1
      • Set VariableSet DamageTypePure = 2
      • -------- - --------
      • Set VariableSet DamageTypeHeal = 3
      • Set VariableSet DamageTypeBlocked = 4
      • Set VariableSet DamageTypeReduced = 5
      • -------- - --------
      • Set VariableSet DamageTypeCriticalStrike = 6
      • -------- - --------
      • Custom script: call DamageEngine_DebugStr()

BribeFromTheHive/DamageEngine

Lua 1.0.2.3 - Fixed to match adjustment made in vJass version 5.4.2.3.
Lua 1.0.2.2 - Fixed to match adjustment made in vJass version 5.4.2.2.
Lua 1.0.2.1 - Fixed to match adjustment made in vJass version 5.4.2.1.
Lua 1.0.2.0 - Added support for Lua Fast Triggers ([Lua] Ridiculously Fast Triggers). Fixed an issue where the AfterDamageEvent wasn't always timed the correct way like it was in the JASS verion.
Lua 1.0.1.0 - Fixed encapsulation issue and recursion issue with DamageEngine_inception. Now hooks UnitDamageTarget.
Lua 1.0.0.0 - Release based on Damage Engine 5.4.2.0

5.9.0.0 - Added the following clearer event names to make things less confusing for new users:
  • PreDamageEvent - can be used in place of DamageModifierEvent pre-armor modification
  • ArmorDamageEvent - can be used in place of DamageModifierEvent post-armor modification
  • OnDamageEvent - can be used instead of a non-zero DamageEvent
  • ZeroDamageEvent - can be used instead of a zero damage DamageEvent
  • SourceDamageEvent - runs at the same time as AOEDamageEvent, but doesn't need to hit multiple units.
Added "DamageFilterRunChance" - odds for the trigger to BE run (works inversely to DamageFilterFailChance).
Shortened the Configuration trigger so that it focuses primarily on what the user can modify.
Organized all variables into categories to help users better understand what does what.
Installation or updating from a previous version will require re-copying the entire Damage Engine folder.
Updated the demo map's text tag production to include a new custom update for ArcingTextTag, thanks to @Ugabunda and @Kusanagi Kuro.
Side note - the Demo Map's triggers have been heavily cleaned up and will now no longer cause crashes when being imported into a new map.
5.8.0.0 -
  • Added a new functionality to the AOEDamageEvent, which allows it to fire even when only one unit is hit, if the AOEDamageEvent is registered as "Not Equal" instead of "Equal to". This is useful in a very specific scenario where an AfterDamageEvent may not be able to be relied upon to properly deallocate data from a running instance that needs to be able to function when multiple units are hit, but also needs to not fail when only one unit is hit.
  • Added additional filters for GUI users to avoid using trigger conditions in even more scenarios:
    • DamageFilterSource/TargetI (has item)
    • DamageFilterSource/TargetA (has ability)
    • DamageFilterSource/TargetC (has a certain classification, like hero or Tauren)
    • DamageFilterFailChance - odds for the trigger to not be run (ideal for critical strike or evasion)
  • Provided a way for GUI to un-register a Damage Event by setting "RemoveDamageEvent" to true from within their trigger's actions.
  • Moved the CreateTimer/CreateTrigger/CreateGroup calls that had been included in the globals block down to the onInit block as per request of @Ricola3D
  • Minor performance improvements thanks to @BLOKKADE
5.7.1.2 - Fixed an issue with armor penetration sometimes bugging out.
5.7.1.1 - Fixed an issue with the eventFilter not retaining its value during an AOE event. Fixed an issue with eventFilter when USE_MELEE_RANGE was set to false. Both issues reported by @lolreported
5.7.1.0 -
I have fixed several potential points of failure reported by multiple users that stopped Damage Engine from working for the rest of the game. In any case there should no longer be ANY SITUATION where Damage Engine just "stops working", even in ways I can't predict. The most likely issue was with DamageScalingWC3/User having possible 0-division errors.​
Fixed the "configured" issue reported by @lolreported where manual configuration didn't work unless the damage and attack type checks were initialized tto -1.​
In addition to these fixed bugs, I have added several more static ifs so that advanced users have more control over getting rid of features they might not care about.​

5.7.0.3 - Fixed the issue reported by @KitsuneTailsPrower wherein the DamageInterface extension wasn't working. This needed to be fixed both in the Damage Engine source as well as the DamageInterface plugin itself.
5.7.0.2 - Fixed the issue reported by @Wazzz where the armor reduction wasn't taken into consideration. Actually there was a much bigger flaw that I had overlooked that was prompting this.
5.7.0.1 - Improved the logic of the 0 damage event.
5.7.0.0:

  • Usage of the "DamageEvent becomes EQUAL to 1.00" now can be extrapolated further than ever before:
    • EQUAL works as it always has.
    • NOT EQUAL only runs for code damage.
    • LESS THAN only runs for damage from attacks.
    • LESS THAN OR EQUAL only runs for melee attacks.
    • GREATER THAN OR EQUAL only runs for ranged attacks.
    • GREATER THAN only runs for Spell damage.
  • Fully adapted Damage Engine to work with every other major DDS
  • Rewrote the internal script to use vJass structs: Damage and DamageTrigger.
  • Changed some of the vJass API. You can find the API listed in the Damage Engine trigger. Notably:
    • I removed UnitDamageTargetEx. You can replace this with Damage.apply.
      • The reason for this change is because of cross-compatibility. Rising Dusk's IDDS uses a different set of parameters for this function, so I removed it from my library to allow this to work seamlessly.
    • TriggerRegisterDamageEvent -> TriggerRegisterDamageEngine
    • RegisterDamageEvent -> RegisterDamageEngine
      • The reason for the above two changes is, like for UnitDamageTargetEx, because Rising Dusk's IDDS uses them. I don't want to make the same mistake I did with Table's API and preferred to walk back my API choices before things got out of hand again.
  • Various performance tweaks, bug fixes and re-commenting of variables.
  • Recursive damage is now processed more intelligently and possibly be more performance-friendly.
  • Adapted the cross-compatibility libraries for Weep and LFH's systems to use textmacros to insert themselves into Damage Engine (this might have been in the 5.6 update, but these two updates were both tailored to achieve similar goals).
5.6.2.0 - Fixed a bug with Damage modification and laid groundwork for a bunch of optional vJass compatibility addons.
5.6.1.0 - Patchwork on Melee/Ranged detection, recursion tracking. Also added the ability to modify damage from a DamageEvent to make it easier on beginners.
5.6.0.1 - Fixed an issue where the DamageEventType for recursive damage that used NextDamageType would always default to DamageTypeCode.
5.6.0.0
Rewrote a significant amount of the internal code so that struct and GUI syntax both work - and are synchronized with each other. vJass-exclusive users can disable the GUI synchronization if they don't use any GUI damage events in their maps.​
Four new variables must be added to your variable editor:​
  • boolean NextDamageIsAttack
  • boolean NextDamageIsMelee
  • boolean NextDamageIsRanged
  • integer NextDamageWeaponT
Struct syntax should not need too much introduction - Damage.index is the triggering event ID, and the syntax is Damage.index.amount/source/target/etc. To initialize a JASS damage event, use:​
JASS:
function RegisterDamageEvent takes code c, string eventName, real value returns nothing
The string is simplified: "Modifier", "" (for simple DamageEvent), "After", "Lethal", "AOE"​
Finally, a neat QOL improvement is that I have assigned weight to each of the events. When registering an event, you can include numbers different than 1, 2, 3 or 4 (for modification) or just the plain "1" for the others. Now you can set your own sequencing and use 1.5, 3.14 or even -1 to give an even more extreme priority to something. Lower numbers run first, higher ones last.​
5.5.0.0 - Added support for the new native BlzGetEventIsAttack via "IsDamageAttack". Also updated the Config trigger to make importing a bit easier
5.4.2.3 - Fixed a mis-flag of the IsDamageSpell value when not being actual spell damage.
5.4.2.2 - Actually fixed the Cold Arrows issue (division by 0.00001 or something ...somehow... either way, it is fixed).
5.4.2.1 - A fix which should hopefully quell the recent reports of damage events failing in complex situations involving Cold Arrows.
5.4.2.0 - A ton of fixes to repair the issues plaguing Sunken City and anyone else who might be pushing this engine well beyond what I imagined it would be used for. Also added a couple of variables intended to be used to ricochet damage: CONVERTED_ATTACK_TYPE and CONVERTED_DAMAGE_TYPE. Check the demo map for how they can be used in a Unit - Damage Target action.
5.4.1.0 - The "Inception" update. Advanced users can interact with Damage Engine via custom script to set DamageEvent_inception = true to allow their damage to potentially go recursive (to a fixed extent).
5.4.0.1 - Hotfixed that modifiers 2 and 3 weren't running.
5.4.0.0 - By using an innovative approach of hooking TriggerRegisterVariableEvent, I've permanently eliminated all risks of recursion in the engine.
5.3.0.1 - Fixed unexpected behavior with DamageTypePure when it is affected by Anti-Magic Shell or Mana Shield. DamageTypePure now no longer ignores DamageScalingWC3.
5.3.0.0 - Fixed an issue with AfterDamageEvent sometimes being delayed. Added DamageScalingUser to track the ratio of user modified damage, as well as DamageEventArmorPierced which allows the user to define how much armor to ignore when working with DAMAGE_TYPE_NORMAL.
5.2.0.1 - Fixed an issue where with the final unit in a Spirit Link chain or the retaliating damage of Thorns/Carapace would not deploy an AfterDamageEvent. Also fixed an issue where AfterDamageEvent would still fire from DAMAGE_TYPE_UNKNOWN if it was greater than 0. Simply copy over the JASS from this post in order to update your own implementation.
5.2.0.0

  • Now features DamageEventArmorT and DamageEventDefenseT, which pull from the target unit's Object Editor data in order to allow you more complete access to detect and even MODIFY those defenses. Changes must be made in a DamageModifierEvent, and they are reverted as soon as armor is calculated.
  • Re-introduced AfterDamageEvent, which is the moment after the unit's life is changed, but before any recursive damage has run.

5.1.3.1 - Bug fixes and performance improvements. No, really. Fixed an issue with the DAMAGED event running even though it was turned off (who would've guessed that?)
5.1.3.0 - Engine re-tooling to improve accuracy and get Spirit Link/Defensive damage out of hardcoded mode - it will now work even in circumstances I haven't tested for (in case those weren't the only issues). Also fixed the Is Unit Moving resource.
5.1.2.1 - Fixed an issue with Spiked Carapace and Thorns Aura where the melee attacker would not get recorded correctly. This required the same fix as I needed to apply for the initial target in a spirit link chain.
5.1.2.0 - Tweaked recursion and fixed a few bugs. Re-introduced the zero damage event now that patch 1.31.1 brought it back.
5.1.1.1 - Minor tweak to Spirit Link in rare situation.
5.1.1.0 - Fixed issues related to Spirit Link. Now works intuitively as expected.
5.1.0.0 - Crazy improvements - check out the details in "How to upgrade from Damage Engine 4.0 or earlier" and "How to use Damage Engine 5.1"
5.0.0.0 - Oh man. Where do I even start?
  • You can now set/compare DamageEventDamageT, DamageEventAttackT or DamageEventWeaponT
  • No longer needs Unit Indexer nor any custom Object Editor data nor modifications.
  • Requires WarCraft 3 1.31 or higher.
  • Changed vanilla JASS code to vJass to clean up a lot of things such as making certain variables private.
  • Look for more details in "How to upgrade from Damage Engine 4.0 or earlier"

4.0.0.0 - Never officially released, but was the first iteration which used SetEventDamage.
For 3.8.0.0 and prior, see: Damage Engine 3.8.0.0 | HIVE


Cross-Compatibility:

BribeFromTheHive/DamageEngine

Keywords:unit indexer, damage detection, damage event, weep, nestharus, looking_for_help, EVENT_PLAYER_UNIT_DAMAGED, damage engine, spell, physical, EVENT_PLAYER_UNIT_DAMAGED, attacktype, damagetype, weapontype, armortype, defensetype, BlzSetEventDamage
Previews
Contents

Damage Engine Demo Map (Map)

Lua Damage Engine 2.0.0.0 (Map)

Reviews
23:20, 11th Jan 2015, BPower Criticism: On the one hand Damage Engine offers extremely high utility to every spell, system and map maker independent of the coding style ( GUI, JASS, vJass, .... ) on the other hand it's very easy to import and...

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
I'm not sure if this is something that can be fixed, but I noticed that LethalDamageEvent still triggers for the built in DoT effects that can't actually kill the target (Envenomed Weapons, Phoenix Fire). Is there a way to not count those as Lethal Damage?

Good observation - I had not noticed this behavior before.

According to the research done here:
- Spell/Ability Damage Types and what they mean

The damage type for Envenomed Weapons is 'Poison'. However, 'Parasite' can definitely kill units and it uses the same damage type.
The damage type for Phoenix Fire is 'Fire'. However, the other 'fire' damage type spells can all definitely kill units as well.

It would not be possible to rule these types of damage out from 'lethal damage event' strictly because they are programmed differently. They have a logical flow that I had not analyzed before; but now that I have, its usage is undetectable.

I may be able to rule out 'disease' for natural damage, but I am quite sure this would not work for triggered disease damage.

I think the only way to really rule out the lethal damage event in this case is on a map-by-map specific basis.

Are you sure that 'Phoenix Fire' can't kill? I used to have a spell in my WarChasers map that was based on phoenix fire (it was an omni-attack thing that replaced the flames with missiles) and it would kill units just fine.
 
Level 7
Joined
Aug 16, 2019
Messages
61
Good observation - I had not noticed this behavior before.

According to the research done here:
- Spell/Ability Damage Types and what they mean

The damage type for Envenomed Weapons is 'Poison'. However, 'Parasite' can definitely kill units and it uses the same damage type.
The damage type for Phoenix Fire is 'Fire'. However, the other 'fire' damage type spells can all definitely kill units as well.

It would not be possible to rule these types of damage out from 'lethal damage event' strictly because they are programmed differently. They have a logical flow that I had not analyzed before; but now that I have, its usage is undetectable.

I may be able to rule out 'disease' for natural damage, but I am quite sure this would not work for triggered disease damage.

I think the only way to really rule out the lethal damage event in this case is on a map-by-map specific basis.

Are you sure that 'Phoenix Fire' can't kill? I used to have a spell in my WarChasers map that was based on phoenix fire (it was an omni-attack thing that replaced the flames with missiles) and it would kill units just fine.
I ran a quick test and it seems the instant damage of Phoenix Fire can kill but the Damage Per Second part cannot (seems to function like Envenomed).

I guess I might be able to do some map specific condition knowing which units have those abilities, a shame there's not a better way to do it, but that's Warcraft for you.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
I ran a quick test and it seems the instant damage of Phoenix Fire can kill but the Damage Per Second part cannot (seems to function like Envenomed).

I guess I might be able to do some map specific condition knowing which units have those abilities, a shame there's not a better way to do it, but that's Warcraft for you.
So to distinguish phoenix fire's attack from its damage over time (considering both deal 'Spells' attack type and damage type 'Fire') you can use 'DamageEventLevel == 1' for the DoT effect and 'DamageEventLevel > 1' for the initial attack (the one that could actually kill the unit).

For the Dryad, the piercing damage uses DamageEventLevel > 1, but its DoT uses damgae type SLOW_POISON so you would only need to check for SLOW_POISON.

With the Wyvern, it's the same with Envenomed Spears as it is for the Dryad, just with POISON instead of SLOW_POISON.

With the Naga Siren's 'Parasite', the damage will simply kill, as it doesn't stop near death like the others do.

However, for the Dryad, Wyvern and Siren, it's only necessary to distinguish that the ATTACK_TYPE is 'SPELLS' as everything is either an attack or DoT. So for the dryad/wyvern, you can always consider spell damage non-lethal, and the Siren's spell damage as lethal.

Main takeaways are to get an idea of what units are in your map that you don't want to have lethal damage inadvertently triggering off of, and to ensure that their lethal damage is distinguishable from their non-lethal. Of these, the Phoenix is the only complicated one to figure out, but I was able to find a solution to distinguish the 'initial hit' effect from the 'DoT' burning effect because the damage instance that triggers the effect initially is preceded by a zero damage event, hence 'DamageEventLevel' is greater than 1, but in subsequent damage instances since the debuff is already on the target, there is no extra 0 damage event that triggers and the DamageEventLevel is consistently '1'.

  • Phoenix DoT
    • Events
      • Game - Value of LethalDamageEvent becomes Equal to 1.00
    • Conditions
    • Actions
      • If (All conditions are true) then run (then actions) else run (else actions)
        • If - Conditions
          • DamageEventLevel Equal to 1.00
          • IsDamageSpell Equal to True
          • Unit type of DamageEventSource Equal to Phoenix
        • Then - Actions
          • Skip Remaining Actions
          • -------- These conditions mean you don't want to run the lethal damage event --------
        • Else - Actions
 
Last edited:
Level 2
Joined
May 31, 2015
Messages
3
Hey, it's been a while since I've worked with the Warcraft 3 editor. I tried to copy the damage engine file into a test map to experiment with some of its amazing functionalities, but I keep receiving errors. Strangely, the map I copied the codes from works perfectly fine.

I admit I'm a novice, but I would really appreciate some assistance! Thanks!
 

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,537
Hey, it's been a while since I've worked with the Warcraft 3 editor. I tried to copy the damage engine file into a test map to experiment with some of its amazing functionalities, but I keep receiving errors. Strangely, the map I copied the codes from works perfectly fine.

I admit I'm a novice, but I would really appreciate some assistance! Thanks!
You need to enable JassHelper in every new map now because... Reforged.
JassHelper.png

Then copy EVERYTHING needed in one single folder and paste it into your map.
 
Hello,

I've got a question for you @Bribe.

"UnitDamageTarget" native returns a boolean (that i used for ex in some of Chopinski's spells I'm reusing).

But your "Damage.apply" doesn't return it, but a "Damage" struct. Is there a way to retrieve this boolean value from the returned structure ?

I checked the code but didn't see a simple solution for that. In addition the implementation seems to asynchroninsly report the damage in case of ongoing recursion no ? So should I just not use it, and use the less performant UnitDamageTarget, if I want the boolean ?

Thanks in advance :)
 
Level 3
Joined
Oct 5, 2019
Messages
8
Hello,

I've got a question for you @Bribe.

"UnitDamageTarget" native returns a boolean (that i used for ex in some of Chopinski's spells I'm reusing).

But your "Damage.apply" doesn't return it, but a "Damage" struct. Is there a way to retrieve this boolean value from the returned structure ?

I checked the code but didn't see a simple solution for that. In addition the implementation seems to asynchroninsly report the damage in case of ongoing recursion no ? So should I just not use it, and use the less performant UnitDamageTarget, if I want the boolean ?

Thanks in advance :)
I think the boolean mean that the 'UnitDamageTarget' is able to deal damage. So you probably can't do anything else but use the UnitDamageTarget now, since the apply method return a Damage struct even if when the UnitDamageTarget could failed (because of invalid arguments given)
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
I think the boolean mean that the 'UnitDamageTarget' is able to deal damage. So you probably can't do anything else but use the UnitDamageTarget now, since the apply method return a Damage struct even if when the UnitDamageTarget could failed (because of invalid arguments given)
Si, uh, correcto
 
@trantrungho71
@Bribe

Result of a few tests:
  • UnitDamageTarget(<any>, same player + invulnerable unit, ATTACK_TYPE_SIEGE, DAMAGE_TYPE_ACID) returns true
  • UnitDamageTarget(<paused unit>, <any>, , ATTACK_TYPE_SIEGE, DAMAGE_TYPE_ACID) returns true
  • UnitDamageTarget(<dead unit>, <any>, , ATTACK_TYPE_SIEGE, DAMAGE_TYPE_ACID) returns true

So it seems to return true as long as the unit parameters are not null ^^
So the way Chopinski used its return value is probably wrong.
 
Last edited:
Level 2
Joined
Sep 26, 2023
Messages
9
Greetings @Bribe

I have a question, regarding the Damage tags that appear (when damage is done by a unit).
- Is there a way to set the Damage tags to pop-up right above the health bars of the units?
Because in the script the Damage tags can be set to a fixed height. (example: Z velocity can be set to 30 or 60 or 90)

- Have a great day.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Greetings @Bribe

I have a question, regarding the Damage tags that appear (when damage is done by a unit).
- Is there a way to set the Damage tags to pop-up right above the health bars of the units?
Because in the script the Damage tags can be set to a fixed height. (example: Z velocity can be set to 30 or 60 or 90)

- Have a great day.
The text tags were really an afterthought; just meant to demo the functionality of how the damage is processed. I am not sure if you can determine how high up a health bar is and apply the text tag height based on that. Maybe someone more familiar with the visual concepts the game offers, like @Tasyen, might be able to give some advice on the game frames and if it is possible to get the Z of a health bar.
 
Level 2
Joined
Sep 26, 2023
Messages
9
The text tags were really an afterthought; just meant to demo the functionality of how the damage is processed. I am not sure if you can determine how high up a health bar is and apply the text tag height based on that. Maybe someone more familiar with the visual concepts the game offers, like @Tasyen, might be able to give some advice on the game frames and if it is possible to get the Z of a health bar.
Hmmm, all right. Thank you for the feedback.
 
Level 21
Joined
Dec 4, 2007
Messages
1,478
Let's say i use boolean variables to filter hit calculations at several stages (when a unit fully blocks an attack/dodges etc).
I'd have to reset said boolean variables and efficiency-wise i'm asking myself if it would it make a difference to do:
  • If (HCBlocked[(Custom value of DamageEventTarget)] Not equal to False) then do (Set VariableSet HCBlocked[(Custom value of DamageEventTarget)] = False) else do (Do nothing)
instead of:
  • Set VariableSet HCBlocked[(Custom value of DamageEventTarget)] = False
as in, only reset to false if need be?
Seems to run fine either way around with ~500 units going at each other so far.

Also, the spider web attack of crypt fiends do not trigger a damage event, neither pre nor armor.
edit: actually it does fire, but it's not considered an attack (some weird hardcoded issue with the ability if i had to guess, which instead of the unit deals the damage).
 
Last edited:

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Let's say i use boolean variables to filter hit calculations at several stages (when a unit fully blocks an attack/dodges etc).
I'd have to reset said boolean variables and efficiency-wise i'm asking myself if it would it make a difference to do:
  • If (HCBlocked[(Custom value of DamageEventTarget)] Not equal to False) then do (Set VariableSet HCBlocked[(Custom value of DamageEventTarget)] = False) else do (Do nothing)
instead of:
  • Set VariableSet HCBlocked[(Custom value of DamageEventTarget)] = False
as in, only reset to false if need be?
Seems to run fine either way around with ~500 units going at each other so far.

Also, the spider web attack of crypt fiends do not trigger a damage event, neither pre nor armor.
edit: actually it does fire, but it's not considered an attack (some weird hardcoded issue with the ability if i had to guess, which instead of the unit deals the damage).
The web event is a 0 damage event, hence you would want to use ZeroDamageEvent.

For the boolean array, just set it to false. There are no side effects to setting the boolean array, so reading it and setting it costs 2x the performance as just setting it.

That said, this kind of thing doesn't affect performance in any meaningful measure. Heavy SFX, memory leaks or infinite loops will definitely mess up a map though.
 
Level 21
Joined
Dec 4, 2007
Messages
1,478
Thanks for that!
I didn't mean the web ability (my bad for misnaming it), but the little spiders that a crypt fiend fires out on attack, namely: spider attack.
Any unit with that passive ability is being ignored by the damage engine - not a big deal (can just create a sfx on the target and get rid of the ability altogether).
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
For some reason, Blizzard disables JassHelper on every new map. I am pretty sure I updated the FAQs here with that info.

Yes, but I think I will also update the installation steps once I finish the Lua update.

  • Q: Why am I getting a bunch of 'trigger was disabled' errors when I save my map?
  • A: This issue is not unique to Damage Engine, but to all vJass resources. Blizzard has taken the very confusing decision to make JassHelper 'disabled' by default, meaning that every new map that uses a vJass resource has to manually enable JassHelper. Please see this thread if you want to know where to find the Enable JassHelper option.
 
Level 13
Joined
Oct 18, 2013
Messages
691
I copied the functions one-by-one into editor since doing the whole folder crashes current worldedit (woot), but I'm getting an issue I haven't seen before;
Undefined type VarAsString_Real
 
Level 19
Joined
Feb 27, 2019
Messages
590
I copied the functions one-by-one into editor since doing the whole folder crashes current worldedit (woot), but I'm getting an issue I haven't seen before;
Undefined type VarAsString_Real
Thats an issue that can happen with the editor when variables are being copied. The variable is missing its variable type or has the incorrect variable type. Enter the variable editor and set the variable to the correct variable type.
 
Last edited:
Thats an issue that can happen with the editor when variables are being copied. The variable is missing its variable type or has the incorrect variable type. Enter the variable editor and set the variable to the correct variable type.
To assist further, as far as I remember for varAsString_Real, the correct variable type is always Real.
 
Level 2
Joined
Sep 26, 2023
Messages
9
Greetings @Bribe

Is it possible to create a triggered Critical Strike with this system with a passive ability? (eg. Bash, Crit, Pulverize)

I tried a couple of things, but it doesn't seem to work for me.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Greetings @Bribe

Is it possible to create a triggered Critical Strike with this system with a passive ability? (eg. Bash, Crit, Pulverize)

I tried a couple of things, but it doesn't seem to work for me.
Using Attack Indexer, it is possible to link the attack event with the damage event.
 
Level 9
Joined
Dec 16, 2017
Messages
343
Hi, last time i used on patch 1.28.5 the Damage Engine 3.8.0, and I've also used all of your systems, like heal event, GUI unit event, unit indexer, the spell system.
Now i am on reforged and i will update it to the latest, my question is, do the heal event and GUI unit event are still needed, or they can be "forged" by damage engine aswell?
Thanks!
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Hi, last time i used on patch 1.28.5 the Damage Engine 3.8.0, and I've also used all of your systems, like heal event, GUI unit event, unit indexer, the spell system.
Now i am on reforged and i will update it to the latest, my question is, do the heal event and GUI unit event are still needed, or they can be "forged" by damage engine aswell?
Thanks!
They are still needed if you want the events they provide. Reforged didn't add those events.
 
Level 13
Joined
Oct 18, 2013
Messages
691
  • You should delete any "Mana Shield fix" or "Finger of Death fix" you may have imported, as well as revert any Object Editor data that was required to make it work, as these are no longer needed.
Is this still the case? Mana Shield doesn't work, on 5.7.1.2 atm
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
  • You should delete any "Mana Shield fix" or "Finger of Death fix" you may have imported, as well as revert any Object Editor data that was required to make it work, as these are no longer needed.
Is this still the case? Mana Shield doesn't work, on 5.7.1.2 atm
When you say "doesn't work", could you please elaborate?
 
Level 9
Joined
May 24, 2016
Messages
298
Im trying to set up pre-reforged (1.26) bribe 3.8 damage system to work on my map. I believe this system does not detect is damage attack, right?
If so, can I handle with it by giving all units a spellbook and then check for buff id to detect attack type? You know, the one that is used in looking_for_help damage system.

BTW, I have some other questions. Much thanks for helping me:

1) damage modier event equal 4. is only needed for standard (non custom made) shields by blizzard?
2)So, if you do not just modify damage amount, but instead dealing damage WITHIN damage event you should start run clear damage event (checking conditions) below the unitdamagetarget function? Where should I use it? Within damage modier event, damage event, or worldwide all triggers outside the system?
3) What's the point of using damageevent at all, if you can create floating text (like in demo map) in the damagemodifierevent? Are not you able to do all the required things in damageevent modifier?
 
Last edited:

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Im trying to set up pre-reforged (1.26) bribe 3.8 damage system to work on my map. I believe this system does not detect is damage attack, right?
If so, can I handle with it by giving all units a spellbook and then check for buff id to detect attack type? You know, the one that is used in looking_for_help damage system.

BTW, I have some other questions. Much thanks for helping me:

1) damage modier event equal 4. is only needed for standard (non custom made) shields by blizzard?
2)So, if you do not just modify damage amount, but instead dealing damage WITHIN damage event you should start run clear damage event (checking conditions) below the unitdamagetarget function? Where should I use it? Within damage modier event, damage event, or worldwide all triggers outside the system?
3) What's the point of using damageevent at all, if you can create floating text (like in demo map) in the damagemodifierevent? Are not you able to do all the required things in damageevent modifier?
I recommend DamageEngine 3A over 3.8 for legacy users. I notice legacy users tend to use Jass NewGen Pack anyway, whereas the only benefit to using 3.8 is that it works on vanilla World Editor too. You can use IsDamageSpell to differentiate between Spell and physical, which is a more user-friendly variation but uses the same "hack" that looking_for_help's system uses.
 
Level 9
Joined
May 24, 2016
Messages
298
I recommend DamageEngine 3A over 3.8 for legacy users. I notice legacy users tend to use Jass NewGen Pack anyway, whereas the only benefit to using 3.8 is that it works on vanilla World Editor too. You can use IsDamageSpell to differentiate between Spell and physical, which is a more user-friendly variation but uses the same "hack" that looking_for_help's system uses.
When I try to use 3A, I get a error (see screenshot below)

About attacks. I dont believe that is a good idea, since spells like alchemist acid deal physical instead of spell, so it wont be detected as spell damage. Am I right?
00aae838-070f-4fab-8a3d-73e30652cbef.jpg
 
Level 9
Joined
May 24, 2016
Messages
298
Which version of JassHelper are you using? You're the first one I've encountered who has an error at that line. In any case, if you want to avoid using a different version, the "finish" method would need to be amended to return false.
Who knows? Im not into that stuff. Im using Jass New Gen Pack - Rebuild 1.4 - WarCraft 3 / Моддинг - XGM

Anyway, thx for helping, I changed private method finish to return false and that helped me

JASS:
static method finish takes nothing returns boolean
        if checkLife() and not blocked and udg_DamageEventAmount != 0.00 then
            call DamageTrigger.AFTER.run()
        endif
        return false
    endmethod

So, your system is actually able to detect attacks? Because alchemist skill f.e use physical damage type skill.
Also, are there any reasons to use damageevent instead of damage modifier? Why cant we just make all needed actions within damage modifier event?
 
Level 9
Joined
May 24, 2016
Messages
298
Which version of JassHelper are you using? You're the first one I've encountered who has an error at that line. In any case, if you want to avoid using a different version, the "finish" method would need to be amended to return false.
Sorry for my answer, I should respect your work, and so is your question. That is the jass helper version
 

Attachments

  • изображение_2024-01-25_175409553.png
    изображение_2024-01-25_175409553.png
    75.3 KB · Views: 4

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Yes I forgot to address that question, sorry. Originally, DamageEvent was a separate resource. DamageModifierEvent was another. I merged them into DamageEngine. The DamageEvent keyword is mostly for legacy purposes. The main thing is that it is useful for displaying the correct damage amounts after all modifications to that amount have concluded.
 
Level 9
Joined
May 24, 2016
Messages
298
Yes I forgot to address that question, sorry. Originally, DamageEvent was a separate resource. DamageModifierEvent was another. I merged them into DamageEngine. The DamageEvent keyword is mostly for legacy purposes. The main thing is that it is useful for displaying the correct damage amounts after all modifications to that amount have concluded.
Bribe f.e if I trigger some actions within unit damaging via unit's attacks, but there are some attacks that I do not want to be registered (such as that triggered via unitdamagetarget), can I just create boolean DoNotRecycle and set as true when causing damage, and then set it back to false when checked for conditions, would it work? I mean, I create 2 additionals missing that aim for random enemies, but this result in endless cycle of creating of more and more missiles.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Bribe f.e if I trigger some actions within unit damaging via unit's attacks, but there are some attacks that I do not want to be registered (such as that triggered via unitdamagetarget), can I just create boolean DoNotRecycle and set as true when causing damage, and then set it back to false when checked for conditions, would it work? I mean, I create 2 additionals missing that aim for random enemies, but this result in endless cycle of creating of more and more missiles.
This is just a simple case of setting NextDamageType = YourInteger before dealing damage, and in order to check for recursive application, ensure that DamageEventType is Not Equal to YourInteger
 
Level 9
Joined
May 24, 2016
Messages
298
This is just a simple case of setting NextDamageType = YourInteger before dealing damage, and in order to check for recursive application, ensure that DamageEventType is Not Equal to YourInteger
Please since I'm kinda stupid trying to understand all this unit indexer system, is it really going to work?
You mean I should set NextDamageType = to some value once the additional missiles attack is triggered, and not doing the same thing once the (additional missiles damagetarget trigger) triggered?
I'm kinda confused, sorry for such unclear explanation

update:
Maaaaybe I did slightly different than you actually offered, but it works. Thx you my friend! You are the best
This is just a simple case of setting NextDamageType = YourInteger before dealing damage, and in order to check for recursive application, ensure that DamageEventType is Not Equal to YourInteger
 
Last edited:
Level 9
Joined
May 24, 2016
Messages
298
This is just a simple case of setting NextDamageType = YourInteger before dealing damage, and in order to check for recursive application, ensure that DamageEventType is Not Equal to YourInteger
Bribe can you help me? This situation seems irrational for me.

I gave a tinker a standarb blizzard ability to turn him into tank. So when the damage is dealt (in the event udg_damagemodifierevent equal 1.00) he gets 40% less magic damage

the condition is
JASS:
if udg_IsDamageSpell == true then 
local integer targettype = GetUnitTypeId(udg_DamageEventTarget)
  if targetype == 'Nrob' then
   call echo("work blcok")
 set udg_DamageEventAmount = udg_DamageEventAmount * 0.6
 endif
endif
but the debug message do not respond, and so is the damage dont get reduced.
I used to think that his id somehow remain as normal one, but no, in other triggers checking for unit type id works fine.
 
Last edited:
Level 9
Joined
May 24, 2016
Messages
298
The only thing wrong that I can see is that locals must be declared at the top of a function. Aside from that, I am not sure what else is happening. Did you add debug messages to check if your trigger condition even runs at all?
Yes.

I checked for damage received and damage == spell, debugs works well.
But he doesnot respon to targettype == 'Nrob'

update: Im sorry my friend, I was foolish enough to bother you. I have not noticed I have another if condition. Fixed.
 
Last edited:
Top