Damage Engine 5.7.1.2

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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

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 "DamageEvent Equal to 1.00". 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 "DamageModifierEvent Becomes Equal to 1.00, 2.00 or 3.00". 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 "DamageModifierEvent Becomes Equal to 4.00". 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 "DamageModifierEvent" 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 1.00" 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 DamageModifierEvents up to 3.99
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, DamageModifierEvent 4.00 and up 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 DamageEvent 1.00. 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: 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 <DamageModifierEvent> becomes Equal to 1.00".
    • 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 "DamageModifierEvent 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
    • Conditions
    • Actions
      • -------- - --------
      • -------- New in Damage Engine 5.7 - you can use the below to automatically assign conditions --------
      • -------- - --------
      • -------- Equal to - Same as no conditions, works as it always has --------
      • -------- Less than - Same as IsDamageAttack Equal to True --------
      • -------- Less than or equal to - Same as IsDamageMelee Equal to True --------
      • -------- Greater than or equal to - Same as IsDamageRanged Equal to True --------
      • -------- Greater than - Same as IsDamageSpell Equal to True --------
      • -------- Not Equal to - Same as IsDamageCode Equal to True --------
      • -------- - --------
      • -------- 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
      • -------- - --------
      • -------- Added 25 July 2017 to allow detection of things like Bash or Pulverize or AOE spread --------
      • -------- - --------
      • Set VariableSet DamageEventAOE = 1
      • Set VariableSet DamageEventLevel = 1
      • -------- - --------
      • -------- In-game World Editor doesn't allow Attack Type and Damage Type comparisons. Therefore I need to code them as integers into GUI --------
      • -------- - --------
      • Set VariableSet ATTACK_TYPE_SPELLS = 0
      • Set VariableSet ATTACK_TYPE_NORMAL = 1
      • Set VariableSet ATTACK_TYPE_PIERCE = 2
      • Set VariableSet ATTACK_TYPE_SIEGE = 3
      • Set VariableSet ATTACK_TYPE_MAGIC = 4
      • Set VariableSet ATTACK_TYPE_CHAOS = 5
      • Set VariableSet ATTACK_TYPE_HERO = 6
      • -------- - --------
      • Set VariableSet DAMAGE_TYPE_UNKNOWN = 0
      • Set VariableSet DAMAGE_TYPE_NORMAL = 4
      • Set VariableSet DAMAGE_TYPE_ENHANCED = 5
      • Set VariableSet DAMAGE_TYPE_FIRE = 8
      • Set VariableSet DAMAGE_TYPE_COLD = 9
      • Set VariableSet DAMAGE_TYPE_LIGHTNING = 10
      • Set VariableSet DAMAGE_TYPE_POISON = 11
      • Set VariableSet DAMAGE_TYPE_DISEASE = 12
      • Set VariableSet DAMAGE_TYPE_DIVINE = 13
      • Set VariableSet DAMAGE_TYPE_MAGIC = 14
      • Set VariableSet DAMAGE_TYPE_SONIC = 15
      • Set VariableSet DAMAGE_TYPE_ACID = 16
      • Set VariableSet DAMAGE_TYPE_FORCE = 17
      • Set VariableSet DAMAGE_TYPE_DEATH = 18
      • Set VariableSet DAMAGE_TYPE_MIND = 19
      • Set VariableSet DAMAGE_TYPE_PLANT = 20
      • Set VariableSet DAMAGE_TYPE_DEFENSIVE = 21
      • Set VariableSet DAMAGE_TYPE_DEMOLITION = 22
      • Set VariableSet DAMAGE_TYPE_SLOW_POISON = 23
      • Set VariableSet DAMAGE_TYPE_SPIRIT_LINK = 24
      • Set VariableSet DAMAGE_TYPE_SHADOW_STRIKE = 25
      • Set VariableSet DAMAGE_TYPE_UNIVERSAL = 26
      • -------- - --------
      • -------- The below variables don't affect damage amount, but do affect the sound played --------
      • -------- They also give important information about the type of attack used. --------
      • -------- They can differentiate between ranged and melee for units who are both --------
      • -------- - --------
      • Set VariableSet WEAPON_TYPE_NONE = 0
      • -------- Metal Light/Medium/Heavy --------
      • Set VariableSet WEAPON_TYPE_ML_CHOP = 1
      • Set VariableSet WEAPON_TYPE_MM_CHOP = 2
      • Set VariableSet WEAPON_TYPE_MH_CHOP = 3
      • Set VariableSet WEAPON_TYPE_ML_SLICE = 4
      • Set VariableSet WEAPON_TYPE_MM_SLICE = 5
      • Set VariableSet WEAPON_TYPE_MH_SLICE = 6
      • Set VariableSet WEAPON_TYPE_MM_BASH = 7
      • Set VariableSet WEAPON_TYPE_MH_BASH = 8
      • Set VariableSet WEAPON_TYPE_MM_STAB = 9
      • Set VariableSet WEAPON_TYPE_MH_STAB = 10
      • -------- Wood Light/Medium/Heavy --------
      • Set VariableSet WEAPON_TYPE_WL_SLICE = 11
      • Set VariableSet WEAPON_TYPE_WM_SLICE = 12
      • Set VariableSet WEAPON_TYPE_WH_SLICE = 13
      • Set VariableSet WEAPON_TYPE_WL_BASH = 14
      • Set VariableSet WEAPON_TYPE_WM_BASH = 15
      • Set VariableSet WEAPON_TYPE_WH_BASH = 16
      • Set VariableSet WEAPON_TYPE_WL_STAB = 17
      • Set VariableSet WEAPON_TYPE_WM_STAB = 18
      • -------- Claw Light/Medium/Heavy --------
      • Set VariableSet WEAPON_TYPE_CL_SLICE = 19
      • Set VariableSet WEAPON_TYPE_CM_SLICE = 20
      • Set VariableSet WEAPON_TYPE_CH_SLICE = 21
      • -------- Axe Medium --------
      • Set VariableSet WEAPON_TYPE_AM_CHOP = 22
      • -------- Rock Heavy --------
      • Set VariableSet WEAPON_TYPE_RH_BASH = 23
      • -------- - --------
      • -------- Since GUI still doesn't provide Defense Type and Armor Types, I needed to include the below --------
      • -------- - --------
      • Set VariableSet ARMOR_TYPE_NONE = 0
      • Set VariableSet ARMOR_TYPE_FLESH = 1
      • Set VariableSet ARMOR_TYPE_METAL = 2
      • Set VariableSet ARMOR_TYPE_WOOD = 3
      • Set VariableSet ARMOR_TYPE_ETHEREAL = 4
      • Set VariableSet ARMOR_TYPE_STONE = 5
      • -------- - --------
      • Set VariableSet DEFENSE_TYPE_LIGHT = 0
      • Set VariableSet DEFENSE_TYPE_MEDIUM = 1
      • Set VariableSet DEFENSE_TYPE_HEAVY = 2
      • Set VariableSet DEFENSE_TYPE_FORTIFIED = 3
      • Set VariableSet DEFENSE_TYPE_NORMAL = 4
      • Set VariableSet DEFENSE_TYPE_HERO = 5
      • Set VariableSet DEFENSE_TYPE_DIVINE = 6
      • Set VariableSet DEFENSE_TYPE_UNARMORED = 7
      • -------- - --------
      • Set VariableSet DamageFilterAttackT = -1
      • Set VariableSet DamageFilterDamageT = -1
      • -------- - --------
      • 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

5.7.1.2 - Fixed an issue with armor penetration sometimes bugging out.
5.7.1.1 - Fixed an issue with the eventFilter not retaining its value during an AOE event. Fixed an issue with eventFilter when USE_MELEE_RANGE was set to false. Both issues reported by @lolreported
5.7.1.0 -
I have fixed several potential points of failure reported by multiple users that stopped Damage Engine from working for the rest of the game. In any case there should no longer be ANY SITUATION where Damage Engine just "stops working", even in ways I can't predict. The most likely issue was with DamageScalingWC3/User having possible 0-division errors.

Fixed the "configured" issue reported by @lolreported where manual configuration didn't work unless the damage and attack type checks were initialized tto -1.

In addition to these fixed bugs, I have added several more static ifs so that advanced users have more control over getting rid of features they might not care about.​

5.7.0.3 - Fixed the issue reported by @KitsuneTailsPrower wherein the DamageInterface extension wasn't working. This needed to be fixed both in the Damage Engine source as well as the DamageInterface plugin itself.
5.7.0.2 - Fixed the issue reported by @Wazzz where the armor reduction wasn't taken into consideration. Actually there was a much bigger flaw that I had overlooked that was prompting this.
5.7.0.1 - Improved the logic of the 0 damage event.
5.7.0.0:
  • Usage of the "DamageEvent becomes EQUAL to 1.00" now can be extrapolated further than ever before:
    • EQUAL works as it always has.
    • NOT EQUAL only runs for code damage.
    • LESS THAN only runs for damage from attacks.
    • LESS THAN OR EQUAL only runs for melee attacks.
    • GREATER THAN OR EQUAL only runs for ranged attacks.
    • GREATER THAN only runs for Spell damage.
  • Fully adapted Damage Engine to work with every other major DDS
  • Rewrote the internal script to use vJass structs: Damage and DamageTrigger.
  • Changed some of the vJass API. You can find the API listed in the Damage Engine trigger. Notably:
    • I removed UnitDamageTargetEx. You can replace this with Damage.apply.
      • The reason for this change is because of cross-compatibility. Rising Dusk's IDDS uses a different set of parameters for this function, so I removed it from my library to allow this to work seamlessly.
    • TriggerRegisterDamageEvent -> TriggerRegisterDamageEngine
    • RegisterDamageEvent -> RegisterDamageEngine
      • The reason for the above two changes is, like for UnitDamageTargetEx, because Rising Dusk's IDDS uses them. I don't want to make the same mistake I did with Table's API and preferred to walk back my API choices before things got out of hand again.
  • Various performance tweaks, bug fixes and re-commenting of variables.
  • Recursive damage is now processed more intelligently and possibly be more performance-friendly.
  • Adapted the cross-compatibility libraries for Weep and LFH's systems to use textmacros to insert themselves into Damage Engine (this might have been in the 5.6 update, but these two updates were both tailored to achieve similar goals).
5.6.2.0 - Fixed a bug with Damage modification and laid groundwork for a bunch of optional vJass compatibility addons.
5.6.1.0 - Patchwork on Melee/Ranged detection, recursion tracking. Also added the ability to modify damage from a DamageEvent to make it easier on beginners.
5.6.0.1 - Fixed an issue where the DamageEventType for recursive damage that used NextDamageType would always default to DamageTypeCode.
5.6.0.0
Rewrote a significant amount of the internal code so that struct and GUI syntax both work - and are synchronized with each other. vJass-exclusive users can disable the GUI synchronization if they don't use any GUI damage events in their maps.

Four new variables must be added to your variable editor:
  • boolean NextDamageIsAttack
  • boolean NextDamageIsMelee
  • boolean NextDamageIsRanged
  • integer NextDamageWeaponT
Struct syntax should not need too much introduction - Damage.index is the triggering event ID, and the syntax is Damage.index.amount/source/target/etc. To initialize a JASS damage event, use:

JASS:
function RegisterDamageEvent takes code c, string eventName, real value returns nothing

The string is simplified: "Modifier", "" (for simple DamageEvent), "After", "Lethal", "AOE"

Finally, a neat QOL improvement is that I have assigned weight to each of the events. When registering an event, you can include numbers different than 1, 2, 3 or 4 (for modification) or just the plain "1" for the others. Now you can set your own sequencing and use 1.5, 3.14 or even -1 to give an even more extreme priority to something. Lower numbers run first, higher ones last.
5.5.0.0 - Added support for the new native BlzGetEventIsAttack via "IsDamageAttack". Also updated the Config trigger to make importing a bit easier
5.4.2.3 - Fixed a mis-flag of the IsDamageSpell value when not being actual spell damage.
5.4.2.2 - Actually fixed the Cold Arrows issue (division by 0.00001 or something ...somehow... either way, it is fixed).
5.4.2.1 - A fix which should hopefully quell the recent reports of damage events failing in complex situations involving Cold Arrows.
5.4.2.0 - A ton of fixes to repair the issues plaguing Sunken City and anyone else who might be pushing this engine well beyond what I imagined it would be used for. Also added a couple of variables intended to be used to ricochet damage: CONVERTED_ATTACK_TYPE and CONVERTED_DAMAGE_TYPE. Check the demo map for how they can be used in a Unit - Damage Target action.
5.4.1.0 - The "Inception" update. Advanced users can interact with Damage Engine via custom script to set DamageEvent_inception = true to allow their damage to potentially go recursive (to a fixed extent).
5.4.0.1 - Hotfixed that modifiers 2 and 3 weren't running.
5.4.0.0 - By using an innovative approach of hooking TriggerRegisterVariableEvent, I've permanently eliminated all risks of recursion in the engine.
5.3.0.1 - Fixed unexpected behavior with DamageTypePure when it is affected by Anti-Magic Shell or Mana Shield. DamageTypePure now no longer ignores DamageScalingWC3.
5.3.0.0 - Fixed an issue with AfterDamageEvent sometimes being delayed. Added DamageScalingUser to track the ratio of user modified damage, as well as DamageEventArmorPierced which allows the user to define how much armor to ignore when working with DAMAGE_TYPE_NORMAL.
5.2.0.1 - Fixed an issue where with the final unit in a Spirit Link chain or the retaliating damage of Thorns/Carapace would not deploy an AfterDamageEvent. Also fixed an issue where AfterDamageEvent would still fire from DAMAGE_TYPE_UNKNOWN if it was greater than 0. Simply copy over the JASS from this post in order to update your own implementation.
5.2.0.0
  • Now features DamageEventArmorT and DamageEventDefenseT, which pull from the target unit's Object Editor data in order to allow you more complete access to detect and even MODIFY those defenses. Changes must be made in a DamageModifierEvent, and they are reverted as soon as armor is calculated.
  • Re-introduced AfterDamageEvent, which is the moment after the unit's life is changed, but before any recursive damage has run.

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

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


Cross-Compatibility:

BribeFromTheHive/DamageEngine

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

Damage Engine 5.7.1.2 (Map)

Lua Damage Engine 1.0.2.3 (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 1
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3
Hi, DS 3.8 doesnt work for me. Cant see any documentation, except one video with hardunderstable guy. How can i exactly use this? v5.4 doesnt work too, but its because game version.
 
Level 34
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Hi, DS 3.8 doesnt work for me. Cant see any documentation, except one video with hardunderstable guy. How can i exactly use this? v5.4 doesnt work too, but its because game version.
The documentation is in the Pastebin link. I'm speaking quite clearly in the videos, what is your native langauage?

Maybe instead of answering those questions, it's a good idea to share what isn't working, which WarCraft 3 you have, etc.
 
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Maybe instead of answering those questions, it's a good idea to share what isn't working, which WarCraft 3 you have, etc.
yes, sure. i have 1.26, thats why i had to download older version. If im not wrong, everything was copied to my project. But im just dont know, where start touching this cutie. I dont know jass, blablajass and others, just little GUI. Greatly appreciate for any help. Im just need something, where i can learn this engine like a 10-year child. btw from russia
 
yes, sure. i have 1.26, thats why i had to download older version. If im not wrong, everything was copied to my project. But im just dont know, where start touching this cutie. I dont know jass, blablajass and others, just little GUI. Greatly appreciate for any help. Im just need something, where i can learn this engine like a 10-year child. btw from russia
I think you should use a GUI damage engine.
 
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yes, sure. i have 1.26, thats why i had to download older version. If im not wrong, everything was copied to my project. But im just dont know, where start touching this cutie. I dont know jass, blablajass and others, just little GUI. Greatly appreciate for any help. Im just need something, where i can learn this engine like a 10-year child. btw from russia
Well this one should work quite well: Damage Engine 3.8.0.0 | HIVE
 
Level 34
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I'm just curious, does this still work in 1.32?
1.32 is a beta version which breaks backwards compatibility without actually adding any new features for coders such as new natives. Rather than chase after these weird temporal glitches (which sapped dozens of hours of my time last time trying to investigate the disappearing ttiggers glitch) I've decided to wait until the official release and then adapt the resource to whatever state the game happens to be in at that time.

No one is paying me to do this and I don't get any pleasure from the upkeep.
 
No one is paying me to do this and I don't get any pleasure from the upkeep.

Lol chill Bribe, I'm just curious. I'm currently using the older version you provided (from your pastebin) and I fear that my map - currently in development - will break some systems that depends on/uses DDE. I might temporarily just use 'Attacking Unit / Attacked Unit' instead of DamageSource and DamageTarget and wait for the new version soon. Thanks Bribe.
 
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My suspicion for why this isn't working in the beta is that the below function doesn't compare correctly against the strings. I'll run a debug at the potential failure point to see if I'm right. I'd rather not abandon the recursion safety just to make it compatible with the upcoming patch.

JASS:
    public function SetupEvent takes trigger whichTrig, string var, integer index returns nothing
        local integer max = 1
        local integer off = 0
        local integer exit = 0
        local integer i
        if var == "udg_DamageModifierEvent" then //MOD_EVENT 1-4 -> Events 1-4
            if index < 3 then
                set exit = index + 1
            endif
            if nextTrig[1] == 0 then
                set nextTrig[1] = 2
                set nextTrig[2] = 3
                set trigFrozen[2] = true
                set trigFrozen[3] = true
            endif
            set max = 4
        elseif var == "udg_DamageEvent" then //DAMAGE_EVENT 1,2 -> Events 5,6
            set max = 2
            set off = 4
        elseif var == "udg_AfterDamageEvent" then //AFTER_EVENT -> Event 7
            set off = 6
        elseif var == "udg_LethalDamageEvent" then //LETHAL_EVENT -> Event 8
            set off = 7
        elseif var == "udg_AOEDamageEvent" then //AOE_EVENT -> Event 9
            set off = 8
        else
            //This should only occur with non-damage engine events, but maybe it's failing even with them in the beta version
            return
        endif
        set i = IMaxBJ(IMinBJ(index, max), 1) + off
        //call BJDebugMsg("Root index: " + I2S(i))
        loop
            set index = i
            set i = nextTrig[i]
            exitwhen i == exit
        endloop
        set userTrigs = userTrigs + 1   //User list runs from index 10 and up
        set nextTrig[index] = userTrigs
        set nextTrig[userTrigs] = exit
        set userTrig[userTrigs] = whichTrig
        //call BJDebugMsg("Registered " + I2S(userTrigs) + " to " + I2S(index))
    endfunction
 
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Hello Bribe, i'm using your dds on my map and i have a question, with critical strikes triggered by the engine, is it possible to make an unit play the crit animation? it works wonders for things like stacking crit chance, but i really want my units to use the attack slam animation like the regular critical strike ability, is it even possible? i tried some stuff but it didn't work, and i dont want to mess with the engine code because i don't want to break it!

Cheers!!
 
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Hello Bribe, i'm using your dds on my map and i have a question, with critical strikes triggered by the engine, is it possible to make an unit play the crit animation? it works wonders for things like stacking crit chance, but i really want my units to use the attack slam animation like the regular critical strike ability, is it even possible? i tried some stuff but it didn't work, and i dont want to mess with the engine code because i don't want to break it!

Cheers!!

I think there you'd have to use the Unit is attacked event in addition to the damage event, as the former runs before the animation finishes.

Edit: to those subscribed, I'll be testing Damage Engine this week on Reforged and will have a working version latest on Monday. This will just be a quick fix and will not include new features. For now.
 
Level 3
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63
I am having trouble with magic right click damage and how it functions with armour / units affected by ethereal or having reduced magic resist.

The plan is to have certain units have magic damage auto attacks which completely ignore armour, but have the damage amplified / reduced by their magic resistance. The game seems to treat auto attack magic damage like physical damage so I used the DDS to make the damage armour piercing.

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • DamageEventAttackT Equal to ATTACK_TYPE_MAGIC
    • Then - Actions
      • Set VariableSet DamageEventDefenseT = DEFENSE_TYPE_UNARMORED
      • Set VariableSet DamageEventArmorPierced = (Armor of DamageEventTarget)
    • Else - Actions
This works for the armour part (so armour obviously does not effect the damage). The problem I have is that if the targeted unit is ethereal, the damage received is reduced to 1 rather than amplified. Similar strange things happen if magic resistance is increased / reduced.

Please help!

Edit: also tried this which gave the same result.

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • DamageEventAttackT Equal to ATTACK_TYPE_MAGIC
    • Then - Actions
      • Set VariableSet DamageEventDamageT = DAMAGE_TYPE_MAGIC
    • Else - Actions
 
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Level 34
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I was hoping for some to make bars similar to when caster units mana is shown, but I haven't seen anything yet.
In any case, Tasyen pointed out that that hp bar model can be manipulated with the special effect "time" to modify it, and it's way easier than creating a unit:


Just wish it was easy to match the camera fish eye lens the regular health bars follow, and their unit size calculation.
I'm not sure why you've posted this here?
 
Level 34
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Issue with Carapace:
A unit with Carapace will make it so that DamageEventSource and DamageEventTarget are always both equal to that unit. So if you have a footman with carapace and a rock golem, when any attack related damage event takes place, from either the golem or the footman, it will be DamageEventSource = DamageEventTarget = footman.
I double checked this by using the Damage Engine test map's built-in "report" utility and the source and target are both correct (that is, not the same). Please share the triggers/situation where you encountered this issue.

AOE damage coming from Orb of Fire's "Item Attack Fire Bonus" ability gets tagged as spell damage, yet it's the unit that's dealing the damage with its attack, that orb ability simply makes it AOE. I know this is not an issue with the damage engine, as the game itself tags that AOE damage as spell, but is there a way to tag it as the originating unit's attack (range or melee) ?

Or is there a workaround? essentially i just want to know if that AOE damage came from an attack (range or melee) or came from an actual spell.
I can't check if the unit dealing the damage has the Orb of Fire, because it could have the Orb and also cast an AOE spell, then I wouldn't be able to know if that AOE damage came from the spell or its Orb Attack.

The Orb of Fire has Spell attack type and Universal damage type. Really it's mainly Ultimates you'd have to compensate for.

The last unit hit in that sequence is always the one hit by the unit's actual attack. But the damage events for the less significant targets would've already run. From the AOEDamageEvent the units in the group in this case, excluding DamageEventTarget, were hit by the Orb's splash. It's complex to detect properly, but doable without updating Damage Engine.

On the other hand, detecting CLEAVE damage is now VERY easy to do, even without the AOE damage event. Cleave splash uses DAMAGE_TYPE_ENHANCED and also IsDamageAttack returns False.

Are there any other features people want to see added?
 
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I'll just upload here a backup of v.5.4 for people who did not update their game to Reforged / have not updated to Reforged yet. (Made for 1.31).

For preservation.
 

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Level 34
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AOE damage coming from Orb of Fire's "Item Attack Fire Bonus" ability gets tagged as spell damage, yet it's the unit that's dealing the damage with its attack, that orb ability simply makes it AOE. I know this is not an issue with the damage engine, as the game itself tags that AOE damage as spell, but is there a way to tag it as the originating unit's attack (range or melee) ?

Or is there a workaround? essentially i just want to know if that AOE damage came from an attack (range or melee) or came from an actual spell.
I can't check if the unit dealing the damage has the Orb of Fire, because it could have the Orb and also cast an AOE spell, then I wouldn't be able to know if that AOE damage came from the spell or its Orb Attack.
I'll just upload here a backup of v.5.4 for people who did not update their game to Reforged / have not updated to Reforged yet. (Made for 1.31).

For preservation.

Thanks, I thought the game auto-updated for everyone by now. I'll link to your post from the main Damage Engine thread.
 
Level 2
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Hi, I've been playing around with your damage engine and have been attempting to detect damage from a unit with an ability and reduce the damage from their attack. So far it can detect the damage fine as it's displaying the "test" game message but doesn't reduce the damage. I know I'm doing something wrong with the highlighted "Set Variable" but can't figure it out, any advice would be greatly appreciated.

 
Level 34
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Hi, I've been playing around with your damage engine and have been attempting to detect damage from a unit with an ability and reduce the damage from their attack. So far it can detect the damage fine as it's displaying the "test" game message but doesn't reduce the damage. I know I'm doing something wrong with the highlighted "Set Variable" but can't figure it out, any advice would be greatly appreciated.

You're setting "Damage_event" when you want to instead set DamageEventAmount.

Also, you need to use DamageModifierEvent in your Event at the top
 
Level 34
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oh one more question isn't system can detect autocast projectile damage like searing arrow ,etc?
if can what trigger is it? because issue order didn't work?

You can detect the activation of Searing Arrows via something like [Snippet] AutocastOrderEvent, however you won't know if damage is caused by Searing Arrows because there is just the one damage instance (so the Damage Type is simply "Normal" so as to allow itself to be reduced by armor).

Best way to detect autocast-enhanced damage is to use a buff-based autocast arrow such as Black Arrow or Incinerate, and remove the buff on-hit.
 
Level 3
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63
I was making a start on a evasion system based off agility and was looking for some advice.

  • Evasion
    • Events
      • Game - DamageModifierEvent becomes Equal to 1.00
    • Conditions
      • True Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • IsDamageMelee Equal to True
        • Then - Actions
          • Game - Display to (All players) the text: (String((1.00 - ((1.00 - 0.15) x ((1.00 - (((Real((Agility of DamageEventTarget (Include bonuses)))) x 0.10) x 0.01)) x 1.00)))))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Random real number between 0.00 and 1.00) Less than or equal to (1.00 - ((1.00 - 0.15) x ((1.00 - (((Real((Agility of DamageEventTarget (Include bonuses)))) x 0.10) x 0.01)) x 1.00)))
            • Then - Actions
              • Set VariableSet DamageEventAmount = 0.00
              • Set VariableSet DamageEventArmorT = ARMOR_TYPE_NONE
              • Set VariableSet DamageEventWeaponT = WEAPON_TYPE_NONE
              • Set VariableSet DmgStr = |cffff0000miss|r
              • Custom script: ArcingTextTag(udg_DmgStr, udg_DamageEventSource)
            • Else - Actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • IsDamageRanged Equal to True
            • Then - Actions
              • Game - Display to (All players) the text: (String((1.00 - ((1.00 - 0.15) x ((1.00 - (((Real((Agility of DamageEventTarget (Include bonuses)))) x 0.10) x 0.01)) x 1.00)))))
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Random real number between 0.00 and 1.00) Less than or equal to (1.00 - ((1.00 - 0.15) x ((1.00 - (((Real((Agility of DamageEventTarget (Include bonuses)))) x 0.10) x 0.01)) x 1.00)))
                • Then - Actions
                  • Set VariableSet DamageEventAmount = 0.00
                  • Set VariableSet DamageEventArmorT = ARMOR_TYPE_NONE
                  • Set VariableSet DamageEventWeaponT = WEAPON_TYPE_NONE
                  • Set VariableSet DmgStr = |cffff0000miss|r
                  • Custom script: ArcingTextTag(udg_DmgStr, udg_DamageEventSource)
                • Else - Actions
            • Else - Actions
All units currently start with 15% evasion. All subsequent agility based evasion stacks multiplicatively. Just wondering if there is an easier method for stacking up all the different percentages because I am planning on also adding item evasion and up hill evasion too!
 
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I was wondering if was possible to include Healing in the Text Tag trigger and how I would go about doing so?

Edit: I saw in the trigger that if it's -0.99 damage then it reads it as a heal but it doesn't seem to show up with the Text Tag trigger.
 
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I was wondering if was possible to include Healing in the Text Tag trigger and how I would go about doing so?

Edit: I saw in the trigger that if it's -0.99 damage then it reads it as a heal but it doesn't seem to show up with the Text Tag trigger.

The text tag trigger is just an example of what you can do with the system. 0.99 doesn't show on it because it's truncated to 0 in the text tag and therefore discarded. If it was -1 or -1.01 then it would show up.
 
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Oh okay that makes sense, so I should change or add a new segment in that trigger to check for damageeventamount being -1 or -1.01?

Edit: I tried altering the Damage Tag Trigger to this;



Although it didn't show up with healing.
 
Last edited:
Level 34
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Oh okay that makes sense, so I should change or add a new segment in that trigger to check for damageeventamount being -1 or -1.01?

Edit: I tried altering the Damage Tag Trigger to this;



Although it didn't show up with healing.

The condition is wrong. It's the text tag that needs to be changed to stop truncating. Instead of converting real to integer then to string, just convert real to string.
 
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So like changing this line;
Code:
call ArcingTextTag.create(udg_DmgStr + I2S(R2I(-udg_DamageEventAmount)) + "|r", udg_DamageEventTarget)

To this?


I tried that and it still doesn't work, to be fair though I've barely coded in JASS.
 
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Level 3
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Best way to stack something like that is to do it additively, using a columned if/else logic flow.


Set multiplier = 0.15
If unit has item X then
- Multiplier = multiplier +0.10
If unit is purple then
- multiplier = multiplier - 0.05

And so on.
I found that using the DDS is too complicated when taking into account things like attack modifiers and such.

Therefore, if anyone is interested, I found that just giving the unit evasion then just changing their evasion every time someone attempts to attack them does the trick!

  • Evasion
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • True Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Racial Passive (Human) for (Triggering unit)) Greater than or equal to 1
        • Then - Actions
          • Set VariableSet E_RacialPassive = (1.00 - 0.15)
          • Set VariableSet E_AgilityBonus = (1.00 - ((Real((Integer(((Real((Agility of (Triggering unit) (Include bonuses)))) x 0.10))))) x 0.01))
          • Ability - Set Ability: (Unit: (Triggering unit)'s Ability with Ability Code: Racial Passive (Human) )'s Real Level Field: Chance to Evade ('Eev1') of Level: 0 to (1.00 - (E_RacialPassive x (E_AgilityBonus x 1.00)))
        • Else - Actions
I will add the item and other passive ability options later using what Bribe said!
 
Last edited:
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