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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
Previews
Contents

Damage Engine Demo Map (Map)

Lua Damage Engine 2.0.0.0 (Map)

Reviews
23:20, 11th Jan 2015, BPower Criticism: On the one hand Damage Engine offers extremely high utility to every spell, system and map maker independent of the coding style ( GUI, JASS, vJass, .... ) on the other hand it's very easy to import and...
Level 5
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133
i have some issues with multiplayer and assume that DE isnt working
does someone face dat bug as i am?
i cant see any damage msg and error msgs aswell
 
Level 2
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Nov 2, 2010
Messages
20
Hello, may I ask you a question?
if I have so much hero and spell that need this system, should I include all spell in single trigger (Set Damage)?
If yes, this trigger will have so much "if else", may be 100+, will the performance become slow? (Also it will be more difficult to manage spell)
If no, some spell may used to block or decrease damage, but it may overwrite by other trigger that placed below it?

Sorry for bothering you.
 
Level 5
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Aug 20, 2015
Messages
133
Is it only in multiplayer?
(Also, did you disable the debug mode? In which case the debug messages should disappear alltogether.)
looks like i fixed this by renewing all main triggers, including unit indexer and DE aswell
but this is very strange, cus i didnt touch them at all and they are updated
but now i randomly gets a recursion error... some weird shit is happening wuth my map :\

This was only in MP, SP was good
 
Last edited by a moderator:
Level 4
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Messages
67
Hello.Is there anyway to detect damage before armor reduces it with this system?because I tried every event and variable but it always gives me the the damage amount after armor affected it (for example damage is 50% less than attacker damage) tnx.
 
Level 24
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Aug 1, 2013
Messages
4,657
Not as far as I know.
The best approach would be to not use the default damage engine and instead code it yourself, but that is not so easy to do.
Another way would be to deal some damage and compare the result with the damage value.
After that, you set the life back to what it was before the damage you dealt and then you have the factor of how much the damage was increased/decreased.
However, that would still not apply attack type/armor type, abilities that apply flat bonus damage or flat damage reduction (potentially with a limit), etc.
 
Level 4
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Nov 25, 2013
Messages
132
Mr. Bribe? Is there a way to store crit rate and damage via variables for player controlled units and then modify them by using passive spells or items by using this system?

Like when a hero has 6 items that have 5% crit rate each and gets added up so it would be 30% and when a passive skill is learned the crit rate gets added up as well. Same goes for crit damage.
 
Last edited:
Have an array variable (real, eg YourCritRate) that will store the crit rate of a unit, then every time that unit picks up/drops a crit item or learns/unlearns a crit passive spell, just add the crit value to the existing rate. Then everytime you are dealt damage do:
  • Crit Rate
    • Events
      • DamageModifierEvent Equal to 1.00
    • Conditions
    • Actions
      • Set ID = (Custom value of DamageEventSource)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random real number between 0.00 and 100.00) Less than or equal to YourCritRate[ID]
        • Then - Actions
          • set udg_DamageEventAmount = udg_DamageEventAmount * .01 * YourCritRate
        • Else - Actions
Or here's JASS, if you prefer.
JASS:
local integer id = GetUnitUserData(udg_DamageEventSource)
if GetRandomReal(0, 100.00) <= udg_YourCritRate[id] then
    set udg_DamageEventAmount = udg_DamageEventAmount * .01 * YourCritRate
endif
 
Level 4
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Messages
132
Have an array variable (real, eg YourCritRate) that will store the crit rate of a unit, then every time that unit picks up/drops a crit item or learns/unlearns a crit passive spell, just add the crit value to the existing rate. Then everytime you are dealt damage do:
  • Crit Rate
    • Events
      • DamageModifierEvent Equal to 1.00
    • Conditions
    • Actions
      • Set ID = (Custom value of DamageEventSource)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random real number between 0.00 and 100.00) Less than or equal to YourCritRate[ID]
        • Then - Actions
          • set udg_DamageEventAmount = udg_DamageEventAmount * .01 * YourCritRate
        • Else - Actions
Or here's JASS, if you prefer.
JASS:
local integer id = GetUnitUserData(udg_DamageEventSource)
if GetRandomReal(0, 100.00) <= udg_YourCritRate[id] then
    set udg_DamageEventAmount = udg_DamageEventAmount * .01 * YourCritRate
endif

Is this compatible in multiplayer maps? And why modify DamageEventAmount? Would that affect the damage dealt?

I'll work on this later its christmas eve and im busy preping. Thanks btw.
 
Level 24
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"set udg_DamageEventAmount = udg_DamageEventAmount * .01 * YourCritRate"
You use the same variable twice.
You should have 2 different variables:
Real : 0 - 100 : critical strike chance.
Real : 0 - inf : critical strike damage. (preferably where a critical strike damage of 1 wouldnt chance anything and 2 would double it.)
 
Doh, silly me, ofc. Must have been distracted.

@The Wanderer:
This set udg_DamageEventAmount = udg_DamageEventAmount * .01 * YourCritRate should be this instead set udg_DamageEventAmount = udg_DamageEventAmount * .01 * YourCritAmount. If you want to have damage increased by, say 50% per crit, set the YourCritAmount to 1.5 and just do udg_DamageEventAmount * YourCritAmount instead. Easy peasy.
 
Level 4
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Messages
132
Doh, silly me, ofc. Must have been distracted.

@The Wanderer:
This set udg_DamageEventAmount = udg_DamageEventAmount * .01 * YourCritRate should be this instead set udg_DamageEventAmount = udg_DamageEventAmount * .01 * YourCritAmount. If you want to have damage increased by, say 50% per crit, set the YourCritAmount to 1.5 and just do udg_DamageEventAmount * YourCritAmount instead. Easy peasy.

i cant see the whole line.
 
The line is the same, I just swtiched YourCritRate to YourCritAmount. They're different variables. The CritRate checks for the chance that you will crit, and the CritAmount defines but how much the damamge will be multiplied. For a 50% increase, it's 1 + 0.5 = 1.5. For 100% increase it's 1 + 1 = 2, etc.
 
Level 4
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Messages
132
Post your full trigger if you still have trouble getting it to work.

Ok so i tried it again using the given triggers and got it working but i think theres something wrong.

I set the CritRate to 0.25 assuming its 25%

set the CritDamage to 1.50 (assuming again it adds 50% to base damage when crit activates)

My concerns are:

When the hero is at level 1, it takes 10 to 15 or more before crit activates but when it reaches level 2, it only takes 1-3 to crit and almost everytime. (CritRate is still at 0.25)

Second is i think the crit damage is way too high. The hero has 26-34 base damage and when it crits the damage gets to 200-300+ (way too high for a 50% increase in damage. CritDamage is still at 1.50)

I replicated the triggers exactly like shown here.
 
Level 4
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Nov 25, 2013
Messages
132
I did exactly what you showed me

  • Test
    • Events
      • Game - DamageModifierEvent becomes Equal to 1.00
    • Conditions
    • Actions
      • Set Hero_ID = (Custom value of DamageEventSource)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random real number between 0.00 and 100.00) Less than or equal to Test_Crit_Rate[Hero_ID]
          • (DamageEventSource is A Hero) Equal to True
        • Then - Actions
          • Set DamageEventType = DamageTypeCriticalStrike
          • Set DamageEventAmount = (DamageEventAmount x Test_Crit_Damage[Hero_ID])
        • Else - Actions
and this is i did to set the crit rate and damage

  • Test 2
    • Events
      • Game - DamageModifierEvent becomes Equal to 1.00
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (DamageEventSource has an item of type |cffff8c00SOUL SWORD|r|n) Equal to True
        • Then - Actions
          • Set Test_Crit_Rate[Hero_ID] = (Test_Crit_Rate[Hero_ID] + 0.25)
          • Set Test_Crit_Damage[Hero_ID] = (Test_Crit_Damage[Hero_ID] + 0.25)
        • Else - Actions
 
Level 4
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Nov 25, 2013
Messages
132
Ok so i tried another approach on increasing crit rate and damage by acquiring items and here's the trigger

  • Test 2
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to |cffff8c00SOUL SWORD|r|n
        • Then - Actions
          • Set CritRate[Hero_ID] = (CritRate[Hero_ID] + 25)
          • Set Test_Crit_Damage[Hero_ID] = (Test_Crit_Damage[Hero_ID] + 2.20)
          • Game - Display to (All players) for 10.00 seconds the text: (String(CritRate[Hero_ID]))
        • Else - Actions
But the problem is when you drop/pick the item the crit rate and damage will increase continuously.
 
First of all, avoid double-posting and use the Edit link in green at the bottom of your post.

Secondly, referring to your first method of damage increase, doing the following:
  • Set Test_Crit_Rate[Hero_ID] = (Test_Crit_Rate[Hero_ID] + 0.25)
  • Set Test_Crit_Damage[Hero_ID] = (Test_Crit_Damage[Hero_ID] + 0.25)
...will keep increasing the crit rate and damage forever, so you need to reset them. However, it's not the best way to do it, imo. Do you have any stacking crit items?

For the second method you used, you need to have a trigger that removes the +25 and +2.20 from your hero whenever they drop the crit item. Aka: Unit - A unit Loses an item
 
Level 4
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Messages
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First of all, avoid double-posting and use the Edit link in green at the bottom of your post.

Secondly, referring to your first method of damage increase, doing the following:
  • Set Test_Crit_Rate[Hero_ID] = (Test_Crit_Rate[Hero_ID] + 0.25)
  • Set Test_Crit_Damage[Hero_ID] = (Test_Crit_Damage[Hero_ID] + 0.25)
...will keep increasing the crit rate and damage forever, so you need to reset them. However, it's not the best way to do it, imo. Do you have any stacking crit items?

For the second method you used, you need to have a trigger that removes the +25 and +2.20 from your hero whenever they drop the crit item. Aka: Unit - A unit Loses an item


Yeah the first method has:
  • Events
    • Game - DamageModifierEvent becomes Equal to 1.00
So i guess everytime the crit activates it raises both.

The second one has a little issue though it doesnt add the first time the item is picked and i further tested it with a trigger that subtracts the numbers when item is lost, the crit rate and damage is reduced to 0 even if the item is not dropped. Attacked a unit and then debugged, the number is 0.

Uploaded a map to test triggers.
 

Attachments

  • Test Map v2.w3x
    3 MB · Views: 60
Last edited:
There wasn't any item-drop trigger, but I assume you tested the map with one? The main issue, however, was that you weren't telling the game what the value of Hero_ID was supposed to be.
  • Item Pickup
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • Set Hero_ID = (Custom value of (Hero manipulating item))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to |cffff8c00SOUL SWORD|r|n
        • Then - Actions
          • Set CritRate[Hero_ID] = (CritRate[Hero_ID] + 25)
          • Set Test_Crit_Damage[Hero_ID] = (Test_Crit_Damage[Hero_ID] + 2.20)
        • Else - Actions
  • Item Drop
    • Events
      • Unit - A unit Loses an item
    • Conditions
    • Actions
      • Set Hero_ID = (Custom value of (Hero manipulating item))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to |cffff8c00SOUL SWORD|r|n
        • Then - Actions
          • Set CritRate[Hero_ID] = (CritRate[Hero_ID] - 25)
          • Set Test_Crit_Damage[Hero_ID] = (Test_Crit_Damage[Hero_ID] - 2.20)
        • Else - Actions
  • Debug
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Hero_ID = (Custom value of Crusader 0000 <gen>)
      • Game - Display to (All players) for 5.00 seconds the text: (CritRate + :) + (String(CritRate[Hero_ID]))))
These triggers worked for me.
 
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Messages
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There wasn't any item-drop trigger, but I assume you tested the map with one? The main issue, however, was that you weren't telling the game what the value of Hero_ID was supposed to be.
  • Item Pickup
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • Set Hero_ID = (Custom value of (Hero manipulating item))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to |cffff8c00SOUL SWORD|r|n
        • Then - Actions
          • Set CritRate[Hero_ID] = (CritRate[Hero_ID] + 25)
          • Set Test_Crit_Damage[Hero_ID] = (Test_Crit_Damage[Hero_ID] + 2.20)
        • Else - Actions
  • Item Drop
    • Events
      • Unit - A unit Loses an item
    • Conditions
    • Actions
      • Set Hero_ID = (Custom value of (Hero manipulating item))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to |cffff8c00SOUL SWORD|r|n
        • Then - Actions
          • Set CritRate[Hero_ID] = (CritRate[Hero_ID] - 25)
          • Set Test_Crit_Damage[Hero_ID] = (Test_Crit_Damage[Hero_ID] - 2.20)
        • Else - Actions
  • Debug
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Hero_ID = (Custom value of Crusader 0000 <gen>)
      • Game - Display to (All players) for 5.00 seconds the text: (CritRate + :) + (String(CritRate[Hero_ID]))))
These triggers worked for me.

ohhh! So you have set the Hero_ID to the crusader? What i did was set it to DamageEventSource like on your first example. And why did you set the hero id on the periodic trigger? is that for debugging purpose only?
yes i tested it unit loses an item as well.
 
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The trigger won't know the value of Hero_ID unless to tell it what it is. Setting it to the custom value of the crusader ensured that the correct array was being read. It's just good practice to do that even if you're just testing for one unit.

ok thanks man! will test this out as soon as i can.
 
Level 4
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Messages
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Have an array variable (real, eg YourCritRate) that will store the crit rate of a unit, then every time that unit picks up/drops a crit item or learns/unlearns a crit passive spell, just add the crit value to the existing rate. Then everytime you are dealt damage do:
  • Crit Rate
    • Events
      • DamageModifierEvent Equal to 1.00
    • Conditions
    • Actions
      • Set ID = (Custom value of DamageEventSource)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random real number between 0.00 and 100.00) Less than or equal to YourCritRate[ID]
        • Then - Actions
          • set udg_DamageEventAmount = udg_DamageEventAmount * .01 * YourCritRate
        • Else - Actions

On the ID part should i set it as is or to the custom value of the unit? Because it is where the actuall crit rate and crit damage activates.
 
You need to set it to the custom value (CV) of the hero (remember, Damage Engine uses Unit Indexer, so by default all your units are going to be a assigned a unique number as their custom value). Whenever you need to find out what the CritRate is, identify what your unit is going to be referred to as. If the trigger's event is Starts the Effect of an Ability, then your unit is the (Triggering Unit). If it's an item that was picked up, it going to be (Hero manipulating item). For DamageEngine, per Bribes instruction in the system's readme, the unit is the one inflicting the damage, therefore you need to find the CV of the (DamageEventSource).
 
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Messages
132
You need to set it to the custom value (CV) of the hero (remember, Damage Engine uses Unit Indexer, so by default all your units are going to be a assigned a unique number as their custom value). Whenever you need to find out what the CritRate is, identify what your unit is going to be referred to as. If the trigger's event is Starts the Effect of an Ability, then your unit is the (Triggering Unit). If it's an item that was picked up, it going to be (Hero manipulating item). For DamageEngine, per Bribes instruction in the system's readme, the unit is the one inflicting the damage, therefore you need to find the CV of the (DamageEventSource).

Oh ok. So for every active spell i make i should set the ID to triggering unit?

btw i tested it further and it worked perfectly thanks to you! Havent tried it on different players but will sure do.
 

SpasMaster

Hosted Project: SC
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Messages
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Hello, I got a tiny issue. I am using the system for custom critical strikes (besides other things), but I encountered a small problem:

Units with crit properly do the critical damage, however the floating text does not change as it should. For some reason the DamageEventType = DamageTypeCriticalStrike does not work, I believe.

[trigger=""]
Damage Critical Strike
Events
Game - DamageModifierEvent becomes Equal to 1.00
Conditions
DamageEventAmount Greater than or equal to 1.00
IsDamageSpell Equal to False
Actions
-------- CRITICAL STRIKE --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventSource is A Hero) Equal to True
(Random real number between 0.00 and 100.00) Less than or equal to CriticalStrike_Chance[(Player number of (Owner of DamageEventSource))]
Then - Actions
Set DamageEventType = DamageTypeCriticalStrike
Set DamageEventAmount = ((DamageEventAmount x CriticalStrike_Rating[(Player number of (Owner of DamageEventSource))]) + Animosity_Bonus)
Else - Actions
[/trigger]

In the above trigger, the damage is properly manipulated. The chance works well, the Critical Strike_Rating properly increases the damage dealt. Everything is fine. Except that the floating message in the next trigger does not happen, like the 'Set DamageEventType = DamageTypeCriticalStrike' did not happen in the first trigger.

Crit should happen in Orange with exclamation mark.
Spell should happen in Purple.
Attacks should happen in Red.

Even when Crit happens (cause I see the value is doubled) text is still red.

[trigger=""]
Damage Floating Text
Events
Game - DamageEvent becomes Equal to 1.00
Conditions
DamageEventAmount Greater than or equal to 1.00
Actions
Set GenericPlayerGroup = (All players matching ((Matching player) Not equal to (Owner of DamageEventSource)))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DamageEventType Equal to DamageTypeCriticalStrike
Then - Actions
Set DamageTypeColor_Used = |c00ff6600
Floating Text - Create floating text that reads (DamageTypeColor_Used + ((String((Integer(DamageEventAmount)))) + !)) above DamageEventTarget with Z offset 0.00, using font size 9.50, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Floating Text - Hide (Last created floating text) for GenericPlayerGroup
Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.75 seconds
Floating Text - Change the fading age of (Last created floating text) to 0.65 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
IsDamageSpell Equal to True
Then - Actions
Set DamageTypeColor_Used = |c00cc66ff
Floating Text - Create floating text that reads (DamageTypeColor_Used + (String((Integer(DamageEventAmount))))) above DamageEventTarget with Z offset 0.00, using font size TextSize_dmg, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Floating Text - Hide (Last created floating text) for GenericPlayerGroup
Floating Text - Set the velocity of (Last created floating text) to 100.00 towards (Random real number between 45.00 and 135.00) degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 0.65 seconds
Else - Actions
Set DamageTypeColor_Used = |c00FF0303
Floating Text - Create floating text that reads (DamageTypeColor_Used + (String((Integer(DamageEventAmount))))) above DamageEventTarget with Z offset 0.00, using font size TextSize_dmg, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Floating Text - Hide (Last created floating text) for GenericPlayerGroup
Floating Text - Set the velocity of (Last created floating text) to 100.00 towards (Random real number between 45.00 and 135.00) degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 0.65 seconds
Custom script: call DestroyForce(udg_GenericPlayerGroup)
[/trigger]


Any ideas?
 

SpasMaster

Hosted Project: SC
Level 23
Joined
Jan 29, 2010
Messages
1,969
Maybe a different trigger is overriding the variable.
Thanks, that was indeed the issue. @IcemanBo helped me identify it in PM. :)
I am getting used to the system, I recently imported it.

Few minutes ago I struggled with the following issue:
-I have an item that causes triggered splash spell damage when the hero crits. (Splash Damage is dealt by the DamageDealerTower_Splash dummy unit).
[trigger=""]
Damage Attack Splash
Events
Game - DamageEvent becomes Equal to 1.00
Conditions
DamageEventAmount Greater than or equal to 1.00
IsDamageSpell Equal to False
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DamageEventType Equal to DamageTypeCriticalStrike
(DamageEventSource has an item of type |c007c2abbThe Twins|r) Equal to True
Then - Actions
Set Generic_Point = (Position of DamageEventTarget)
Set Generic_Group = (Units within 150.00 of Generic_Point matching (((Owner of (Matching unit)) Not equal to (Owner of DamageEventSource)) and ((((Matching unit) belongs to an ally of (Owner of DamageEventSource)) Not equal to True) and ((((Matching unit) is A structure) Not equ
Unit Group - Pick every unit in Generic_Group and do (Actions)
Loop - Actions
Unit - Cause DamageDealerTower_Splash[(Player number of (Owner of DamageEventSource))] to damage (Picked unit), dealing (0.35 x DamageEventAmount) damage of attack type Spells and damage type Magic
Special Effect - Create a special effect attached to the origin of DamageEventTarget using Abilities\Spells\Human\SpellSteal\SpellStealTarget.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation(udg_Generic_Point)
Custom script: call DestroyGroup(udg_Generic_Group)
Else - Actions
[/trigger]

-When the effect procs, the splash damage floating text appeared, but the crit text did not. When there were no units to splash on, the crit text showed properly.
-I figured I have to use <Game - AfterDamageEvent becomes Equal to 1.00> when I want the splash to happen.
-That fixed it, now I see both floating texts and everything is fine. I am not certain why exactly <Game - DamageEvent becomes Equal to 1.00> hid the Critical Strike text when splash happened tho and why I needed to use the <Game - AfterDamageEvent becomes Equal to 1.00> event, but hey.. at least I fixed the issue :D
 
Level 24
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Aug 1, 2013
Messages
4,657
This is the case where I kind of hate GUI: Object Oriented Programming (OOP).
Or to be more precise, Non-OOP.

In your trigger, you have an event that fires when a unit attacks, then you set it to be a critical strike.
Then, you deal splash damage and run other damage instances.
When they are all done, you continue with your original attack, but you lost the data of that attack being a critical strike.

In OOP, you have different object and you give each of them their own variables, then you can give each of them their own boolean of wether they are critical strikes or whatever without overwriting any of the other instances.
 
Level 7
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Aug 11, 2010
Messages
269
How is the best way to detect if damage is cleaved? I'm using this for an ability that gives the Hero cleave damage for X amount of attacks, or a duration. When I detect an attack the cleave damage sets the variable for the trigger +X however many units were hit, instead of +1 which is a huge problem as you can well imagine.

Is it possible for me to filter cleave somehow or do I need to find a clever work around?
 
Level 4
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Dec 22, 2016
Messages
67
Hi , I used this system together with Bribe's knock back 2d system for a unit's ability , worked just fine until I added another ability to that unit that is a pulverize ability , after casting first one and a few (like 10 or so) pulverizes it starts to send me an error message :

"Warning : Recursion error when dealing damage! Make sure when you deal damage from within a DamageEvent trigger , do it like this :
Trigger - Turnoff this trigger
Unit - Cause ...
Trigger - Turnon this trigger"

well none of these two spells damage by triggers , the damage event is used as a detection for knockback time , I tried to add a turnoff/turnon this trigger to knock back trigger but still same error comes.

Tried to ignore the error but noticed that after the message show , the main target that is attacked gets healed when pulverize occurs.

Does this system has bugs with pulverize based spells? Or does it need to be configured?
 

SpasMaster

Hosted Project: SC
Level 23
Joined
Jan 29, 2010
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I am running into the recursion error as well. I have multiple damage detecting triggers that have the "damage unit" action within them and all use the <Turn Off> and <Turn On> method. It appears however, that this action still runs at least once, thus running all other damage detection triggers.

Apparently the system has a set limit where the Recursion Error is displayed. What are the best ways to avoid it?
 
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Need help detecting the specific ability which does damage. While some are instant and can be done as you do in the example, how to track non-instant is beyond my understanding. Maybe if those are triggered and issued by a specific dummy, but maybe there's another way?
 
Disclaimer: not 100% sure this will work, but I did that before with poison arrow and it worked.

If you want to track non-instant ability damage, the spell in question needs to apply a buff that is immediately removed. For example, use Acid Bomb and then when if udg_DamageEventType == 0 and udg_IsDamageSpell and GetUnitAbilityLevel(udg_DamageEventTarget, 'buff id') > 0 then will detect that specific spell. You will have to immediately remove the buff, don't forget. In GUI, it looks like so:
  • Acid Bomb Test
    • Events
      • Game - DamageModifierEvent becomes Equal to 1.00
    • Conditions
      • DamageEventType Equal to 0
      • IsDamageSpell Equal to True
      • (DamageEventTarget has buff Acid Bomb) Equal to True
    • Actions
      • Unit - Remove Acid Bomb buff from DamageEventTarget
      • ... then add the rest of this spell's feature...
Otherwise, a custom missile system (if you're using projectiles) would give you control to when the missile hits.

Bribe also has a system specific for making MUI spells: GUI Spell System. The only issue is that there is a learning curve on this system.
 
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