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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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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...
Level 17
Joined
Nov 13, 2006
Messages
1,814
Don't set the custom value of units, please read the disclaimer! You're going to completely tank your system, here's what you do:

Instead of this: Unit - Set the custom value of PlayerBoat[(Integer A)] to (Integer((Life of PlayerBoat[(Integer A)])))

Do this: Set Counter[(Custom value of PlayerBoat[(Integer A)])] = (Integer((Life of PlayerBoat[(Integer A)])))

And instead of getting the custom value of the unit to reference the counter, reference the "Counter" array variable.

This is what Unit Indexer does, it turns your unit's custom value into an array index.

i agree 100% with bribe, i also use alot unit depend thing like count attack but allways better to use variable with custom value index (stack[custom value of DamageEventSource) than srtew up everything, because dont have replacement for unit custom value but have more way how can u do ur problem(array with custom value index, linked list, hashtable) u can use alot other way :p

acctually if u want prevent the damage text flooding then have more option:
make ifs
1. if DamageEventTarget visible to GetLoicalPlayer() then show damage
2. make timer what count back till 1 sec and during timer run dont show the floating text
3. u can make system what show every x hit (with variable array and custom value index), [but timer better :p]
 
Level 2
Joined
Mar 15, 2012
Messages
22
can anybody help me? i'm having trouble in using this.:wsad:

After 3 minutes of game time, it won't detect damage to old units. it will only detect damaged to newly created units. And when a new batch of units is created, it will not detect the damage from the previous batch of units anymore. :wsad:
 
Level 2
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Mar 15, 2012
Messages
22
i'm not at home right now so i can't post the trigger. i just have the simple when damage is detected, a message will appear who caused the damage, the target and the amount of damage.

i have an aos map. but as i said, after 3 minutes, it will not detect the damage targeting the old wave units and the heroes. only damage to the new wave will be detected. and when a new wave is spawned, it will only detect damage to the new wave and will disregard the old waves.
 
Level 2
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Mar 15, 2012
Messages
22
  • Muscle Rage
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • (Level of Berserk for DamageEventTarget) Greater than 0
      • DamageEventType Equal to 0
    • Actions
      • Set DamageEventOverride = True
      • Set TempInteger = 0
      • -------- Detect if the target used metamorphosis, gives plus 7% chance to berserk --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (DamageEventTarget has buff Titan Rage ) Equal to True
        • Then - Actions
          • Set TempInteger = (TempInteger + 7)
        • Else - Actions
      • -------- Detect if the attacker has Battle Thirst, gives plus 3% chance to berserk --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (DamageEventSource has buff Battle Thirst ) Equal to True
        • Then - Actions
          • Set TempInteger = (TempInteger + 3)
          • -------- Battle Thirst wears off when the unit attacks a unit with battle thirst skill 5 times --------
          • Set Battle_Thirst_Integer[(Custom value of DamageEventSource)] = (Battle_Thirst_Integer[(Custom value of DamageEventSource)] + 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Battle_Thirst_Integer[(Custom value of DamageEventSource)] Equal to 5
            • Then - Actions
              • Unit - Remove Battle Thirst buff from DamageEventSource
              • Set Battle_Thirst_Integer[(Custom value of DamageEventSource)] = 0
            • Else - Actions
        • Else - Actions
      • -------- Detects if the unit is already in berserk to avoid twice berserk --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (DamageEventTarget has buff Berserk (Titan) ) Equal to False
        • Then - Actions
          • -------- Sets the % chance for berserk --------
          • Set TempInteger = (TempInteger + 10)
          • Set TempInt = (Random integer number between 1 and 100)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempInteger Greater than or equal to TempInt
            • Then - Actions
              • Set Temp_Point[1] = (Position of DamageEventTarget)
              • Unit - Create 1 Dummy for (Owner of DamageEventTarget) at Temp_Point[1] facing Default building facing degrees
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Unit - Add Muscle Rage (Dummy) to (Last created unit)
              • Unit - Set level of Muscle Rage (Dummy) for (Last created unit) to (Level of Berserk for DamageEventTarget)
              • Unit - Order (Last created unit) to Orc Shaman - Bloodlust DamageEventTarget
              • Custom script: call RemoveLocation (udg_Temp_Point[1])
            • Else - Actions
        • Else - Actions
 
Level 2
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Mar 15, 2012
Messages
22
That's trigger i made. after 3 mins of game-time, i noticed that the hero will not berserk anymore. so i made a trigger to see if damage is being detected.

  • check damage
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • DamageEventType Equal to 0
    • Actions
      • Game - Display to (All players) the text: ((Name of DamageEventSource) + ( damaged + (Name of DamageEventTarget)))
then, it won't display the damage to old units.
 
Level 17
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Nov 13, 2006
Messages
1,814
That's trigger i made. after 3 mins of game-time, i noticed that the hero will not berserk anymore. so i made a trigger to see if damage is being detected.

  • check damage
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • DamageEventType Equal to 0
    • Actions
      • Game - Display to (All players) the text: ((Name of DamageEventSource) + ( damaged + (Name of DamageEventTarget)))
then, it won't display the damage to old units.

2 option have:

1. damage is 0 or negative then u need Game - DamageEvent becomes Equal to 2.00 event
2. damageeventtype not 0

(better if u reset damageeventype at endof the set damage trigger like this set DamageEventType = 0)
 
Level 2
Joined
Mar 15, 2012
Messages
22
sorry... anyway, i had already fixed it. i was able to make it work when i remade the trigger in a different pc. i don't know why that happened though. thanks anyway! :)
 
Level 17
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Messages
1,814
ah i dont watched that, so it is in damage engine trigger, right?

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • DamageEvent Equal to 0.00
    • Then - Actions
      • Set DmgTypPrev = DamageEventType
      • Custom script: call DmgEvSetVars()
      • Custom script: call FireDmgEv()
      • Set DamageModifierEvent = 0.00
      • Set DamageEvent = 0.00
      • Set DamageEventType = 0
    • Else - Actions
      • Custom script: call FireRecursiveDmgEv()
 
Level 2
Joined
Mar 15, 2012
Messages
22
now, my problem is happening again. but i seem to know what caused the problem. the higher i increased the number of created units before the index is recycled, the longer the damage will be detected.
 

sentrywiz

S

sentrywiz

I like what the system is and really, a GUI damage detection sounds really awesome (after seeing how much I needed those nonexistent "Unit is damaged" triggers)

From the time I wrote on the topic till now I see how much this will help. Especially with a map that I will do all custom abilities.

A couple of questions I didn't understood from the manual and explanations or from problems by other users:

I am just gonna invent random complex shit from the top of my scalp. These are not (or maybe not to the extent) things I will or will not implement. I thank you before hand even for reading so far


----------------------------------------
Question 1# - Spell Projectiles

Does the system work if I launch a firebolt from one unit and fire when the firebolt hits the target? If I use the default firebolt spell but set its damage to 0, will this interfere with the system - because for example I want the firebolt to:

a) Deal damage % of the target's total health
b) Apply a poison that will deal X [static damage] every Y seconds and if the unit is attacked by another ally or myself, the poison to increase its damage while the duration remains the same.
c) If all the above are yes I can, how can I detect that damage? For this I would need more than two variables


Question 2# - Attack On-hit effects

A unit with a passive has a X% chance of slowing the target. The same slow is doubled if the attacks scores a critical strike. The same unit purchases an item which can deal poison damage and that damage can be a critical strike.

a) Can I make X number of variables to calculate this many types and sources of damage?
b) Will the system fire for every damage source (the attack, the poison) ?


Question 3# - MUI Attacks & || Spells (All the crap in one place)

A teamfight of 5v5 occurs at some point, in some map for a random cause. These 10 units are mostly melee but there are some ranged

a) A ranged hero with the imaginary passive that applies a slow starts an attack. While that attack animation fires and the projectile leaves the attacking unit's position, the unit buffs himself with a buff that says "Increases the next attack's critical chance by 100%". While the buff still stands, the unit uses the Firebolt spell. In all of this hell of a mess will:

1)) The flying projectile from my attack will be a 100% critical strike or my next attack?

2)) Will the system be able to calculate: The projectile's critical strike. The doubled slow. The firebolt % damage. The poison after that damage?

3)) The BRUTAL SITUATION (for bonus cookies) - While the projectile is flying towards the enemy, the firebolt hits and starts the poison. When the projectile lands on the enemy, both the doubled slow and the increased poison are fired. Can the system calculate this much threshold at a single instance?

----------------------------------------



Sorry if I pushed the limits with imaginary stuff. Maybe I have helped you maybe not. But honestly, if I have this large amount of freedom, I would try and make 90% of these things. So thank you for the patience reading towards the end.
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
I like what the system is and really, a GUI damage detection sounds really awesome (after seeing how much I needed those nonexistent "Unit is damaged" triggers)

From the time I wrote on the topic till now I see how much this will help. Especially with a map that I will do all custom abilities.

A couple of questions I didn't understood from the manual and explanations or from problems by other users:

I am just gonna invent random complex shit from the top of my scalp. These are not (or maybe not to the extent) things I will or will not implement. I thank you before hand even for reading so far


----------------------------------------
Question 1# - Spell Projectiles

Does the system work if I launch a firebolt from one unit and fire when the firebolt hits the target? If I use the default firebolt spell but set its damage to 0, will this interfere with the system - because for example I want the firebolt to:

a) Deal damage % of the target's total health
b) Apply a poison that will deal X [static damage] every Y seconds and if the unit is attacked by another ally or myself, the poison to increase its damage while the duration remains the same.
c) If all the above are yes I can, how can I detect that damage? For this I would need more than two variables


Question 2# - Attack On-hit effects

A unit with a passive has a X% chance of slowing the target. The same slow is doubled if the attacks scores a critical strike. The same unit purchases an item which can deal poison damage and that damage can be a critical strike.

a) Can I make X number of variables to calculate this many types and sources of damage?
b) Will the system fire for every damage source (the attack, the poison) ?


Question 3# - MUI Attacks & || Spells (All the crap in one place)

A teamfight of 5v5 occurs at some point, in some map for a random cause. These 10 units are mostly melee but there are some ranged

a) A ranged hero with the imaginary passive that applies a slow starts an attack. While that attack animation fires and the projectile leaves the attacking unit's position, the unit buffs himself with a buff that says "Increases the next attack's critical chance by 100%". While the buff still stands, the unit uses the Firebolt spell. In all of this hell of a mess will:

1)) The flying projectile from my attack will be a 100% critical strike or my next attack?

2)) Will the system be able to calculate: The projectile's critical strike. The doubled slow. The firebolt % damage. The poison after that damage?

3)) The BRUTAL SITUATION (for bonus cookies) - While the projectile is flying towards the enemy, the firebolt hits and starts the poison. When the projectile lands on the enemy, both the doubled slow and the increased poison are fired. Can the system calculate this much threshold at a single instance?

----------------------------------------



Sorry if I pushed the limits with imaginary stuff. Maybe I have helped you maybe not. But honestly, if I have this large amount of freedom, I would try and make 90% of these things. So thank you for the patience reading towards the end.

1. yes, but before damage reicived u can change it, example your target have 0 damage reduction by armor, and your damage is 1000, then u deal damage and when u hit the target and before damage is reicived u can change it example to 1300, so target get 1300 damage instead 1000.

a. in set damage trigger just change the DamageEventAmount real variable like this
example:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Firebolt (Neutral Hostile)
    • Actions
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing ((Percentage life of (Triggering unit)) x 25.00) damage of attack type Magic and damage type Normal
here u dont need damage detection system :p just do damage in trigger where the event start ability effect and condition is ur firebolt

b. spell section dot spells
c. example in dot system or firebolt case before damage trigger u insert 1 variable, DamageEventType, example before u deal damage with firebolt then set DamageEventType=5 and if u dont use wait before this variable and damage then u can check this variable value and if DamageEventType==5 then then u know it was firebolt damage
no different with dot things too because that also deal damage just periodical example every sec, just before damage u insert example DamageEventType = 2

2. you need store to hashtable or integer/real array the critical chance or poison damage to each item, do 1 array to unit and check it in set damage trigger
example:
Boots of Speed
we use hashtable where key1 is then Boots of Speed item type then key2 lets say 0, saved number is the critical strike chance, lets say 5

when u pick up then u check the hashtable where the key1 the manipulated item type and key2 is 0 (in our case if it is boot of speed then it is 5), and add to unit variable array (example MyHeroCritical[cutsom value of unit] = MyHeroCritical[cutsom value of unit] + LoadInteger from Hashtablle where key1 the manipulated item type and key2 is 0)
when u drop then u decrease the hero variable and in set damage trigger u just check MyHeroCritical[cutsom value of DamageEventSource]
(example Randominteger(0,99)<MyHeroCritical[cutsom value of DamageEventSource] then do critical strike)

a) this is what i tryed to said with DamageEventType thing, example if u dot damage =2 then in set damage trigger u make if example if DamageEventType != 2 then could be crit
this system for critical/evasion/block/reduca damage u dont need any ability, just u use different floating text color and u change the DamageEventAmount (if critical then to DamageEventAmount=DamageEventAmount*2, if miss then write miss and DamageEventAmount=0)
b. as u want, u can make it work with both or only with 1, have more way, i think have allready for this a Override boolean variable

3.
a) this also customizable
b) projectile like the default projectile or dummy unit like in vexorian projectile system?
anyway dont needed talk about projectile because u can check the attacker stat
 
@above post: you do realize that firebolt or any projectile spell will have a delay between casting and the projectile hitting the target right? Your trigger will cause damage to be done when firebolt effect starts which is just right when the projectile is released meaning it will deal damage before the projectile even hits the target...

I do believe that the above queries can be done with this system, as for how, just ask Bribe... I can also teach you but I don't have time for these things right now...
 
Level 17
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Nov 13, 2006
Messages
1,814
@above post: you do realize that firebolt or any projectile spell will have a delay between casting and the projectile hitting the target right? Your trigger will cause damage to be done when firebolt effect starts which is just right when the projectile is released meaning it will deal damage before the projectile even hits the target...

I do believe that the above queries can be done with this system, as for how, just ask Bribe... I can also teach you but I don't have time for these things right now...

ok its depend on missile speed, example when missile speed is 1500 then its nearly instant, and if we want a correct solution then need a projectile system + dummy recycler but i guess starting with this a bit maybe too complex
 
Level 10
Joined
Oct 5, 2008
Messages
355
I encountered the same problem as Kuruchi95, but it is happening very fast sometimes...

I upload here the map, it is still under heavy developement, need many work here and there, but this currently doesn't matter that much...

The problem can be best reproduced by picking the zombie as hero and casting venomous breath at the beginning some times. Then, try to attack over the different rounds corpses that you have created.
I most time face the bug at round 4, that the cannibalism ability (one of the with this system triggered abilitys) does not work anymore.

The system in the map goes the way that it detects the damage, call the coresponding trigger for the damage type and then calls different triggers which represent the single ability.

I have the problem that i cannot detect the damage dealt to newly created units.

Edit: Sorry for the post, the mistake was not in the system, it was in my bad triggering -.-

edit 2: After some testing, i'm now really appearing that bug... ive added a funciton which gives out a red "g" as text message when your hero is hit. After some time, the system does not detect that my hero suffers damage...
 

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Bribe

Code Moderator
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Messages
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I will take a look at the test map in the next 1-2 days. In the meanwhile, I advise you to open Object Manager, go to "Functions" tab and look up to see how many triggers you have which use "Unit - Set Custom Value".

If you only find 1 instance of it, it should be in the UnitIndexer trigger. If there are more than 1 triggers which use it, then you've found the problem.

If there is only trigger using it, check to see if you have any JASS scripts or vJass scripts imported into your map. If you have vJass AIDS, UnitIndexer, PUI or AutoIndex, then you need to choose if you want to keep UnitIndexer/DamageEngine or keep those JASS scripts, as they are not compatible.
 
Level 10
Joined
Oct 5, 2008
Messages
355
I have written some small jass functions in the map header, but since they were only for the conversion of spheric to normal coordinates, they don't do that much.

After watching a bit closer on the damage engine's and the unit indexer's code, and after running some debug messages, i found out that the damage engine didn't fire after the Variable "DamageEventsWasted" hit 15. Meaning that after the Damage Event gets a reset, it does not detect some units anymore.

So i made a small edit in the IndexUnit function...

I replaced this block:

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If -Conditions
      • DamageEventsWasted Equal to 15
    • Then -Actions
      • Set DamageEventsWasted = 0
      • Custom script: call DestroyTrigger(udg_DamageEventTrigger)
      • Custom script: call CreateDmgEv()
      • Set UDex = UDexNext[0]
      • Custom script: loop
      • Custom script: exitwhen udg_UDex == 0
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If -Conditions
          • UnitDamageRegistered[UDex] Equal to True
        • Then -Actions
          • Trigger - Add to DamageEventTrigger the event (Unit - UDexUnits[UDex] Takes Damage)
        • Else -Actions
      • Set UDex = UDexNext[UDex]
      • Custom script: endloop
    • Else -Actions
With this block:

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If -Conditions
      • DamageEventsWasted Equal to 15
    • Then -Actions
      • Set DamageEventsWasted = 0
      • Custom script: call DestroyTrigger(udg_DamageEventTrigger)
      • Custom script: call CreateDmgEv()
      • -------- HERE is an edit of the system --------
      • Set DamageEventgroup = (Units in (Playable map area))
      • Unitgroup - Pick every unit in DamageEventgroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If -Conditions
              • UnitDamageRegistered[(Custom value of (Picked unit))] Equal to True
            • Then -Actions
              • Trigger - Add to DamageEventTrigger the event (Unit - (Picked unit) Takes Damage)
            • Else -Actions
      • Custom script: call DestroyGroup(udg_DamageEventgroup)
      • -------- ------------------------ --------
    • Else -Actions
I know that this is not a nice way to trigger it, but with this, the damage engine runs completly fluid the whole time for all indexed units.

From this, i would say that the problem causes from a break somewhere in the UDexNext Chain, but i can't tell where this happens in the unit indexer...

Edit: I hope, i get the permission to make this edit on the system in my map. :)
 
Level 3
Joined
Oct 16, 2011
Messages
39
Newbie map creator here...I'm having troubles with this system. It works, but it displays damage only to respawned units. That means- when i start the game and kill some units I dont get any damage info, but when these units respawn I start to get the damage information.
 
Level 2
Joined
Jan 22, 2012
Messages
13
so i want all heroes (not including illusions) to have their indexed locked as soon as they are detected. how can i do that? I assume that can be added in the Unit Indexing trigger. Or into a new trigger.

EDIT: additional question: so it does not add units with locust to the indexer. therefore, can i freely edit a unit with locust's custom value without interference from the indexer?

EDIT 2: okay now this is really weird - after i implemented the engine including the indexer, everytime i load my map, none of the triggers worked or loaded. and i mean none at all. lol. allies weren't even set, everyone was enemies. the neutral creeps didn't even spawn. even game commands didn't work lol. i think it had something to do with the indexer
 
Last edited:
Level 1
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Apr 17, 2012
Messages
1
Index problem

On my map, i am using a respawn system where when a mob dies, he revives on a spot, not where he dies
for that, i index every unit with a value on map start
and for every value, i put the monster position on a array
and when the unit die, i create another one on the spot, and i give the new unit the same custom value of the dead unit

the problem is, after some time, the damage detection system stop working(it show the damage done from the heroes to neutral-hostile units) but for some reason it stops working when a hero damage another hero(it is a rpg map, so there is only one hero for each player)

anyone got any idea how to mix both system?

Also, i have to turn off the unit indexer from the system after it runs, because every time it creates a new unit on the map with the respawn system, it indexes the new unit.

this is the respawn trigger

Event
  • Map initialization
Conditions
Actions
  • Set respawnsystemtimer = 1.00
  • Set respawnsystemtemp = units in(playable map area) owned by neutral hostile
  • Unit group - pick every unit in respawnsystemtemp and do (Actions)
  • Loop - Actions
  • Set respawnInteger = (respawnInteger + 1)
  • Unit - Set the custom value of (Picked unit) to respawnInteger
  • Set respawnsystemcreeppoint[custom value of (picked unit)] = position of (picked unit)
-
  • Custom script: call DestroyGroup (udg_respawnsystemtemp

Events
  • Unit - a unit dies
Conditions
  • ((Owner of (Triggering unit)) Equals to Neutral Hostile) and (((Triggering unit) is Summoned) Not equal to True)
  • (Custom value of (Triggering unit)) Greather than 0
Actions
  • Wait respawnsystemtimer game-time seconds
  • Unit - Create 1 (Unit type of (Triggering unit)) for Neutral Hostile at respawnsystemcreeppoint[(Custom value of (Triggering unit))] facing (Facing of (Triggering unit)) degrees
  • Unit - set custom value of (Last created unit) to (Custom value of (Triggering unit))
 
Level 11
Joined
Mar 27, 2011
Messages
293
Good Evening All, Sorry for the way I'll say, but Someone Has the ability to answer the following question:

Through this mechanism (GUI Damage Damage) how can I detect / Modify / Delete etc ... The Following Types of Damage:

spells;
Simple Attacks;
Long attacks.


Appreciate if anyone could help me.
Have A Good Day and Stay with GOD!

:fp: :goblin_good_job:
 
Level 3
Joined
Jan 19, 2009
Messages
27
Tanks allot for this. Very good and easy to use system.
But I have a question and I hope you could help me. I need to make a bladestorm-like spell with triggers and I need that spell to deal damage equal to the current attack damage of the hero, but I can't find anything that would refer to hero's or any unit's damage. Is it possible to do that with this system , and how?
 
You just need to register the amount of damage that unit deals... But doing so in real-time will probably need either registering the base damage of that hero + the effects of auras and item...

of course you can just save the damage value when this trigger fires and the unit causing damage is the one with the bladestorm spell, but it won't update unless the unit attacks, so if you obtain items that increase damage for example and used bladestorm without attacking even once after that, the bladestorm will deal damage equal to the damage dealt by your hero prior to obtaining the items...
 
Level 3
Joined
Jan 19, 2009
Messages
27
I see. I could make a Real variable that is set once you pick your hero that would present his damage (since all heroes do like 20-20, 35-35 damage, I like it more that way) depending on hero you picked, and then increase it when you level up, or pick some dmg item.
But I really don't understand why Blizzard didn't make triggers that allow control of unit's base damage, I mean, it must exist somewhere within the system as a variable, like life or mana...
 
Level 23
Joined
Oct 12, 2008
Messages
1,783
Alright, Im out of ideas about where my rpoblem is stemming from.

I have 0 instances besides Unit Indexer where Unit Custom Values are refrenced.
Still, the damage system fails to work after about 15 or so minutes.

Intrestingly, it only stops working in refrence to player heroes which are spawned at game start.
 
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