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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
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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...
Level 2
Joined
Mar 9, 2014
Messages
8
Hey thanks for the reply, I did what you said and it didnt wind up fixing the issue. What did fix it however was changing the event from a damage modifier event to a damage event. I wound up adding some fancy stuff afterwards.

The working trigger:
  • Redirect Damage
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • DamageEventOverride Equal to False
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (DamageEventTarget has buff Redirecting ) Equal to True
        • Then - Actions
          • Set DamageEventAmount = 0.00
          • Unit - Remove Redirecting buff from DamageEventTarget
          • Unit - Create 1 Dummy03 for (Owner of DamageEventTarget) at (Position of DamageEventTarget) facing Default building facing degrees
          • Unit - Add Redirect Missile to (Last created unit)
          • Unit - Set mana of (Last created unit) to DamageEventPrevAmt
          • Unit Group - Add (Last created unit) to RedirectGroup
          • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
          • Unit Group - Pick every unit in Redirected[(Player number of (Owner of DamageEventTarget))] and do (Actions)
            • Loop - Actions
              • Unit - Order (Last created unit) to Neutral Alchemist - Acid Bomb (Picked unit)
              • Set DamageEventOverride = True
              • Unit - Remove Redirect buff from (Picked unit)
              • Unit Group - Remove (Picked unit) from Redirected[(Player number of (Owner of DamageEventTarget))]
          • Floating Text - Create floating text that reads (Redirected + !) above DamageEventTarget with Z offset 50.00, using font size 13.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
          • Floating Text - Set the velocity of (Last created floating text) to 75.00 towards 90.00 degrees
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Change the lifespan of (Last created floating text) to 3.50 seconds
          • Floating Text - Change the fading age of (Last created floating text) to 1.40 seconds
        • Else - Actions
          • Do nothing
Thanks again.
 

Deleted member 219079

D

Deleted member 219079

I changed my unit indexer to a different one (Unit Indexer By Nestharus Version 3.0.1.1), and this system doesn't work anymore. How can I make it work again?
 

Deleted member 219079

D

Deleted member 219079

Hmm, seems ironic for a guy who says "Keep it simple" in his user title to suggest that kind of text wall. No I'm not a rocket scientist there's no way I could get that system to work...

Thanks a lot for helping anyway, I'll figure out something....
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
I don't understand why everyone throws this "Keep it simple" quote in my face any time they don't like what I say. Nestharus made his Unit Indexer, and he made his DDS to work with it. I don't know why you are using his UnitIndexer in the first place - if you let me know why you think you need his Unit Indexer, maybe there is a way to adapt whatever resource depends on it to work with GUI Unit Indexer.
 

Deleted member 219079

D

Deleted member 219079

AdvancedAura system that I implemented used Unit Index by nes, but as I further looked at it, only unique feature it used was GetUnitId takes unit u returns integer, which just returned unit's user data. I got it working now.
Didn't mean to be hyper offensive :( your user title was just kind of funny, sorry.
 

Deleted member 219079

D

Deleted member 219079

I guess Cheat Death isn't necessary, I don't at least use it, but I've fully implemented this in my map (use it as damage detection)
 
Level 3
Joined
Sep 30, 2012
Messages
31
Oh, I see it's only needed for damage blocking, but I am still curious as to why I don't have Cheat Death listed.

EDIT: Nvm, I see that it was a custom ability.
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
now i also got problem with system.... :/

in begining of set dmg trigger udg_DamageEventAmount let say 1000, and i used few def calculation and reduced to 300, and in last line the variable value 300 but somehow its deal 1000 dmg and not applied anything to it

its annoying when floating text write i deal 3 dmg but acctually deal 500-700

i did screenshot, 1st is dmg before any editing, so 1st line in trigger, 2nd is after calculated the custom defence, 3rd last line in trigger
 

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Level 30
Joined
Jul 23, 2009
Messages
1,029
I have one trigger that changes the damage through a modifier. The trigger is supposed to calculate certain reals and modify the damage after it. It works in all cases except one.

If I use the spell that shoots the trigger on a unit that my unit has not yet dealt any damage to the damage is always 0 but after that it works fine.

Example 1: I attack a unit with a normal attack and then use the spell, the trigger works like a charm

Example 2: I issue my unit to cast the spell on a unit I have not yet dealt any damage to, the trigger will return the DamageEvenAmount that I want but the actual damage that is dealt is 0.

What could possibly be the cause for this?

Edit: I realized the issue seems to be the cheat death ability. It seems like if the unit is at full health and the DamageEventAmount is lower than the DamagePrevAmt the cheat death ability somehow resets the unit to full health. I noticed that without the cheat death ability the damage can not be reduced when taking damage for the first time from a unit. I am very confused right now.
 
Last edited:
Level 14
Joined
Dec 12, 2012
Messages
1,007
Edit: I realized the issue seems to be the cheat death ability. It seems like if the unit is at full health and the DamageEventAmount is lower than the DamagePrevAmt the cheat death ability somehow resets the unit to full health. I noticed that without the cheat death ability the damage can not be reduced when taking damage for the first time from a unit. I am very confused right now.

Damage modification is broken in this system and won't be fixed. This system is only safe to use if you don't do any damage modifications. If you need such modifications, use a different DDS.
 
Level 14
Joined
Dec 12, 2012
Messages
1,007
That's a bummer, I liked the simplicity in the system :/ thanks for telling me. Can you recommend any specific DDS?

Physical Damage Detection for GUI v1.2.0.1 is as simple to use as this and has no known bugs. Installation might be a bit more work, but you will get additional functionality like recognition of damage type (physical or spell).
 
Level 5
Joined
Aug 20, 2015
Messages
133
UPDATED!!! IT WORKS NOW!!! HUGE FXING THANKS TO LOOKING_FOR_HELP FOR SPELL DAMAGE DETECTION.

OK sorry for all-caps, but this resource has been broken for so long and I'm really glad I was finally able to fix it!

Hi Bribe, may i ask you, which system i should use? I mean, which is more effective and provide more opportunities to modify damage?

Yours or this?
 
Level 18
Joined
Nov 21, 2012
Messages
835
Great news Bribe;]

Since not all is clear for me I'd like to ask:
1. items with EluneGrace abilities /diffrent %/. What about these items, I have about 4 items. Should I trigger damage reduction from spells now, or will these items work?

2. Can I use that (its working for Weep's dds long time) with your new System
JASS:
   call DisableTrigger( GetTriggeringTrigger() )
call UnitDamageTargetBJ( d, udg_GDD_DamagedUnit, udg_Spell_Damage[id], ATTACK_TYPE_SIEGE, DAMAGE_TYPE_UNIVERSAL )
    call EnableTrigger( GetTriggeringTrigger() )
from trigger with event
JASS:
    call TriggerRegisterVariableEvent( gg_trg_WarClubDmgMod, "udg_GDD_Event", EQUAL, 0.00 )
global var is from weep's dds.

3. Attacked unit has 500 max hp. Attacker has about 800dmg per hit.
Attacked unit has buff and should be healed with all incoming damage. (Like water elemental and Archmage in your test map.) Will agresor kill target or will attacked unit be healed. Killing target=bug.

zibi
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
1) They would need to be configured the same way I recommend configuring Spell Damage Reduction. Instead of .33, use 1.67. The formula is 2.00 - the reduction you want. So if you want .5, use 1.5 instead.

2) Spell damage is negative in this system, and therefore heals. If you DON'T disable the damageeventtrigger, it will correct that and convert it into positive damage. If you DO disable the system, then you will need to conver that to negative damage when you apply it.

3) The unit will not die. The system throws a +500,000HP ability on the unit for a split second to prevent it from dying.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Elune's grace's Magic Damage Reduction needs to be triggered. Have a "DamageModifierEvent Equal to 1.00" in your map that has the condition "unit has the ability Elune's Grace" and set DamageEventAmount = DamageEventAmount x 0.80 as the action. Also, neutral hostile units don't benefit from items by default.

looking_for_help's script doesn't have this problem because it doesn't check whether or not the unit is owned by neutral hostile, and doesn't have an issue with elune's grace as it has a function to get the unit's spell resistance which I did not include (maybe I will do something like that in a future update, but it is a very heavy operation so I am hesitant).

Also, I recommend updating to Damage Engine 3.0.1.0 which I just released, as I fixed some bugs. If you already copied the Life Drain Fix ability, delete it and copy the new one.

Edit: I just released version 3.0.2.0 which fixes the Elune's Grace damage and ethereal units' damage.

Edit 2: I have released version 3.0.3.0 which adds a Get unit life/max life custom script to the map, and also fixed another error with banish.
 
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Soooo, something weird happened when I tried to use your DDS in vJASS:
JASS:
private static method onFinish takes Missile this returns boolean
        set udg_DamageEventType = 2
        call DisableTrigger( udg_DamageEventTrigger )            
        call UnitDamageTarget( this.source, this.target, this.damage, true, true, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, null )
        call EnableTrigger( udg_DamageEventTrigger )
    return true
endmethod

Damage Engine doesn't seem to be able to reset DamageEventType back to 0. I have to tell it to set it back to 0 for it to work. It works fine in GUI though. Not sure if that qualifies as a bug, but I'd just thought I'd point it out.

PS: this was use in conjunction with BPower's Missile.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
More changes! I have improved the unit state event checking so it is now much more reliable than before, but still uses a 0 second timer just in case.

I have also improved the demo map clarity. Instead of a huge wall of text around the damaged unit, units with modified damage amounts have their own text tags: heal, reduced damage and, of course, critical strikes.

Ok, DamageEngine 3.1 is released. This was a huge overhaul, and I've deprecated some of the API to simplify how it works.

Old: Set DamageEventExplodesUnit = True
New: Set DamageEventType = DamageTypeExplosive

Old: Set DamageEventOverride = True
New: Set DamageEventType = DamageTypeCriticalStrike (or whatever you want)

No more get/set life custom functions.

Now includes AfterDamageEvent Equal to 1.00 functionality to compensate.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Damage Event 3.3.0.0!

This version is the most-stable to date. I got rid of as many lines of custom code as I could find possible to try to make it easier for GUI users to understand how it works.

I got rid of the textmacros since I've decided not to take this script in that direction. There are no custom scripts that the user should need to use.

This version changes the recommended approach to dealing recursive damage (from within a DamageEvent).

  • New Method
    • Events
      • DamageEvent Equal to 1.00
    • Conditions
    • Actions
      • Set NextDamageType = DamageTypeWhatever //No longer set the DamageEventType beforehand!
      • Unit - Cause...
      • Trigger - Run ClearDamageEvent (Checking Conditions) //you'll probably never need this, but it's just a precaution.
Last, but not least, you can add additional damage event types that still allow the unit to explode upon receipt of that damage. Just set those DamageEventTypes to negative integers. If the damage type is negative, the unit will explode if it's killed by that damage.
 
So, about this:

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • UnitMoving[(Custom value of DamageEventTarget)] Equal to True
    • Then - Actions
      • -------- --------
      • -------- Units that are moving take 50% damage --------
      • -------- --------
      • Set DamageEventAmount = (DamageEventAmount x 0.50)
      • Set DamageEventType = DamageTypeReduced <------ this specifically
    • Else - Actions
I would usually have to set damage to zero, change damage type, then deal DamageEventPrevAmt as triggered damage to change damage types. Does that mean that I can just change the damage type of modified damage now?
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Ok, I have some testing to do, but this script should be able to unify DamageEngine with PDD a lot better:

JASS:
//Physical Damage Detection plugin for Damage Engine 3.

//A few important notes:
//- Spell reduction is handled multiplicatively instead of additively.
//- Modify the Runed Bracers item to remove the Spell Damage Reduction ability
//- Instead of UnitDamageTargetEx, apply that damage in an "AfterDamageEvent Equal to 1.00" trigger
//  You do not need custom Get/Set-Unit(Max)Life functions, but I included them for ease of import.

//I will add more disclaimers if anyone runs into issues.
function GetUnitLife takes unit u returns real
    return GetWidgetLife(u)
endfunction

function SetUnitLife takes unit u, real r returns nothing
    call SetWidgetLife(u, r)
endfunction

function GetUnitMaxLife takes unit u returns real
    return GetUnitState(u, UNIT_STATE_MAX_LIFE)
endfunction

function PDD_OnDamage takes nothing returns boolean
    set udg_PDD_source = udg_DamageEventSource
    set udg_PDD_target = udg_DamageEventTarget
    set udg_PDD_amount = udg_DamageEventAmount
    if udg_PDD_damageType != 0 then
        set udg_PDD_damageType = udg_CODE
    elseif udg_IsDamageSpell then
        set udg_PDD_damageType = udg_SPELL
    else
        set udg_PDD_damageType = udg_PHYSICAL
    endif
    if udg_IsDamageSpell and IsUnitType(udg_PDD_target, UNIT_TYPE_HERO) and UnitHasItemOfTypeBJ(udg_PDD_target, 'brac') then
        set udg_PDD_amount = udg_PDD_amount * 0.67
    endif
    set udg_PDD_damageEventTrigger = 1.00
    set udg_PDD_damageEventTrigger = 0.00
    set udg_DamageEventAmount = udg_PDD_amount
    return false
endfunction

function PDD_Init takes nothing returns boolean
    call DestroyTrigger(udg_PDD_damageEvent)
    set udg_PDD_damageEvent = CreateTrigger()
    call TriggerRegisterVariableEvent(udg_PDD_damageEvent, "udg_DamageModifierEvent", EQUAL, 1.00)
    call TriggerAddCondition(udg_PDD_damageEvent, Filter(function PDD_OnDamage))
    return false
endfunction

function UnitDamageTargetEx takes unit source, unit target, boolean b, real amount, boolean attack, boolean ranged, attacktype a, damagetype d, weapontype w returns boolean
    if udg_AfterDamageEvent == 1.00 then
        set udg_PDD_damageType = udg_CODE
        call UnitDamageTarget(source, target, amount, attack, ranged, a, d, w)
        call TriggerEvaluate(udg_ClearDamageEvent)
        return true
    endif
    return false
endfunction

function InitTrig_DamageEvent takes nothing returns nothing
    set udg_PHYSICAL = 0
    set udg_SPELL = 1
    set udg_CODE = 2
    set udg_PDD_damageEvent = CreateTrigger()
    call TriggerRegisterVariableEvent(udg_PDD_damageEvent, "udg_UnitIndexEvent", EQUAL, 3.00)
    call TriggerAddCondition(udg_PDD_damageEvent, Filter(function PDD_Init))
endfunction
 
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That is correct. And where you had been setting DamageEventType before dealing triggered damage, change that to NextDamageType. The system automatically converts that to DamageEventType after a little bit of processing.

Does that mean using NextDamageType is less performance-friendly or is the difference negligible?
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Ok, I figured out how to fix Mana Shield. Setting the "damage absorbed %" in Object Editor to 0 will allow the damage event to fire, without consuming mana, and then I just manually reduce the mana based on the factor of the mana per damage point. I order the unit to un-mana shield when the mana reaches 0. I can't use a 0 damage event because the mana is already removed before the 0 damage event fires, so this is the only way.

There is but one issue:
1) Should I integrate this directly into DamageEngine, or should I make a DamageModifierEvent Equal to 2.00 event specifically to handle it?
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
I've updated the system to DamageEngine 3.4, and this update focuses on integrating the DDS with Mana Shield to become the first damage detection system to do so.

It requires the user to set the "Damage Absorbed %" in Object Editor for the Mana Shield abilities to 0.00. The system processes the rest, though you'll want to find the commented section of Damage Engine (towards the top) if you need to configure any mana-per-hit point modifiers.

Damage absorbed by mana shield is converted into a 0.00 damage event instead of the original damage value. However, unlike with hit points, the mana is already removed from the unit by the time the damage event fires. Therefore, a periodic timer would've needed to be used just to detect the previous mana.

Additionally, that in-game mana removal is calculated without damage engine's processing of the damage amount, so it may be that the wrong mana was reduced.

By letting the system just check if the target has the mana shield buff and processing the mana itself, Mana Shield is properly calculated and fully-compensated for.


I've also added the Physical Damage Detection compatibility to the front page. Let me know how it works out for you guys!
 
Level 2
Joined
Mar 9, 2014
Messages
8
Hey, I just tried updating the damage engine from version 2.2.1 on my map and it no longer functions at all. Is there anything specific I need to do to fix this/update it properly?
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Here's the procedure I use:

  • Open DamageEngine 3.4 map, copy DamageEngine trigger.
  • Go to your map and delete original DamageEvent trigger from your map.
  • Paste DamageEvent trigger where you just deleted the old one from.
  • If you already have cheat death ability assigned from DamageEngine 2, then you need only go to Object Editor in the DamageEngine 3.4 map and copy the spell detection ability (from the very bottom list of abilities in object editor).
  • Then go back to your map, paste that ability into Object Editor, then assign the variable SpellDamageAbility to it.

All the next steps are either recommended or optional, but the system overall doesn't need them. A couple of things were deprecated, like DamageEventOverride or DamageEventExplodesUnit.

If you're still having trouble, send me your map and I'll configure it for the new DamageEngine and let you know what I did.
 
Level 5
Joined
Aug 20, 2015
Messages
133
i wonder, what if i want to do additional damage? like Priestess of the Moon deal her regular normal damage and besides it she deal additional magic damage based on her Intelligence?

what is damage type whatever?
 
Last edited:
Level 5
Joined
Aug 20, 2015
Messages
133
please make an example of on-attack event (such as additional but separate damage) i have no idea how to do it. every time i have replaced regular damage with additional and recurs error
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
1) Do you need for an autocast ability to be active for it to work? If not, the trigger looks something like this:

  • Searing arrows
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • IsDamageSpell Equal to false
      • (Level of Searing Arrows for DamageEventSource Greater than 0
    • Actions
      • Unit - Cause DamageEventSource to damage DamageEventTarget, dealing (10 x (Level of Searing Arrows for DamageEventSource)) damage of attack type Spells and damage type Normal
2) The "DamageType(Whatever)" is simply a template for creating a new damage type. In my map, I included DamageTypeExplosive, DamageTypeCriticalStrike, etc. You can add your own to the list :)
 
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