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Damage Engine 5.A.0.0

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

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


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

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

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

Features

Legacy Code & Requirements

How it works

How to install/upgrade

Video Guides

FAQs

Thanks


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

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

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

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

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

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

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


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

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

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

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

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

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

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

For versions 3.8 and prior:

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

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

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

Thanks to @Spellbound for several crucial bug reports.


Damage Engine Config

Damage Engine vJass

Damage Engine Lua

Changelog


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

BribeFromTheHive/DamageEngine

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

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

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

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

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

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

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


Cross-Compatibility:

BribeFromTheHive/DamageEngine

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

Damage Engine Demo Map (Map)

Lua Damage Engine 2.0.0.0 (Map)

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

Bribe

Code Moderator
Level 50
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Sep 26, 2009
Messages
9,464
Hi Bribe,
I'm on 3.8.0.0 of the damage engine and 1.4.0.0 of the indexer

I've re-uploaded the map. The actual resource is still forwards- and backwards-compatible, but for those who want a fully 1.29+ resource, find it attached to this post.

The attachment in that post is Damage Engine 4.0 where I changed the way the indexing is done. I should upgrade the OV with it too at some point this week.

But if you're on 1.29+ the attached wil solve that issue.
 
Level 13
Joined
Jul 26, 2008
Messages
1,009
Hey I'm struggling to figure this out. Tried disabling a few different triggers but that just seemed to disable damage altogether.

How do you disable damage the damage detection to prevent a damage call from being registered by the damage detection engine?

I want to make it so that if a unit damages causes damage to a target, the damage chains to another target.
Problem is that damage is detected by the engine, and chains again, causing infinite chaining.
How do I make it so the second damage done, caused by a UnitDamageTarget call, is not registered by the engine?
 
Level 24
Joined
Feb 9, 2009
Messages
1,787
Having issue Detecting triggered Spell damage's "DamageEventPrevAmt"
It simply comes up zero

Actually it doesn't even seem to be affected by "DamageEventType"


Start with Damage Modifier Event = 4.00 then reducing the dmgeventamt = 0.00
And then a second trigger picking up DamageEvent 1.00 displays "(-) + DamageEventPrevAmt" as a floating text.


EDIT: Hold on, second test on a different map is working... FALSE ALARM
 
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Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Bribe, with the new action/native to set max hp would you be able to ditch the health ability?
Just use Damage Engine 4.0 if you want the new natives. It's on one of the previous pages.

I've re-uploaded the map. The actual resource is still forwards- and backwards-compatible, but for those who want a fully 1.29+ resource, find it attached to this post.
 
Level 5
Joined
Jul 15, 2012
Messages
101
I was playing with your stuff, so I made something that makes a unit get the hp back that was dealt to him.

  • Untitled Trigger 001
    • Events
      • Game - AfterDamageEvent becomes Equal to 1.00
    • Conditions
    • Actions
      • Unit - Set life of DamageEventTarget to ((Life of DamageEventTarget) + DamageEventAmount)
if it hits him more than his hit points can take, technically he still gets the hit points back, but he is dead..

So if I were then to put nearby units into a group, the dead guy's corpse is put in the group too, even if I explicitly say that the unit that goes into the Unit Group must be alive.
  • ... and (((Matching unit) is alive) Equal to True as (Key Unit Group) of FS in hhashtable
I don't know if it was known before and it probably isn't related to your engine at all but I still wanted to point that out, glad I found out what it was in the end.
 
Level 13
Joined
Jul 15, 2007
Messages
763
I was playing with your stuff, so I made something that makes a unit get the hp back that was dealt to him.

  • Untitled Trigger 001
    • Events
      • Game - AfterDamageEvent becomes Equal to 1.00
    • Conditions
    • Actions
      • Unit - Set life of DamageEventTarget to ((Life of DamageEventTarget) + DamageEventAmount)
if it hits him more than his hit points can take, technically he still gets the hit points back, but he is dead..

So if I were then to put nearby units into a group, the dead guy's corpse is put in the group too, even if I explicitly say that the unit that goes into the Unit Group must be alive.
  • ... and (((Matching unit) is alive) Equal to True as (Key Unit Group) of FS in hhashtable
I don't know if it was known before and it probably isn't related to your engine at all but I still wanted to point that out, glad I found out what it was in the end.

That's because AfterDamageEvent is applied AFTER the damage has been applied, meaning if your unit takes a hit larger than its health pool, it dies, and then you give him hit points back. Dead units still have hit points, and the boolean "is unit alive?" simply checks if the unit's heath is lower than 0.405 (lower than this signals the unit is dead). To prevent that issue, don't set the health of dead units higher than 0.405 (i.e. never heal a dead unit). IIRC bribe even has a heal system you could use to make sure you avoid this kind of error.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
That's because AfterDamageEvent is applied AFTER the damage has been applied, meaning if your unit takes a hit larger than its health pool, it dies, and then you give him hit points back. Dead units still have hit points, and the boolean "is unit alive?" simply checks if the unit's heath is lower than 0.405 (lower than this signals the unit is dead). To prevent that issue, don't set the health of dead units higher than 0.405 (i.e. never heal a dead unit). IIRC bribe even has a heal system you could use to make sure you avoid this kind of error.
Yep. Functionally, he would achieve the same but bug-free effect by setting the damage to 0 from a modifier event.
 
Level 13
Joined
Oct 18, 2013
Messages
691
In trying to debug why my damageevent function is not working, i added a line to print the damage of each event. I keep seeing damage events with values of 0, is there some internal flagging that marks these as not damage instances, or do all wc3 damageevents pass through?
 
Level 13
Joined
Oct 18, 2013
Messages
691
Debugging on the test map is useful. However, the bug im having is that a value gets stuck in the damage engine, and its not getting updated from new damage instances.
 
Level 4
Joined
Nov 20, 2006
Messages
71
Recommended: Unlike in PDD, do not remove the Spell Damage Reduction ability from your Runed Bracers. Instead, modify the spell damage ability (in Object Editor, go to spells tab, then to special from the left column, then under items change Spell Damage Reduction's Damage Reduction) to 1.67 instead of .33. The test map has this implemented already. If you are switching from PDD and already had that ability removed, just implement the cross-compatibility PDD script I included below.

My map has many different items to reduce Spell Damage by different amounts. Can this system work with things like "greater/lesser runed bracers"?
 
Level 4
Joined
Nov 20, 2006
Messages
71
Yes but you have to change their values in Object Editor to 2.00 - percentage of reduction.


Ok I see. This means that the Damage Engine will read the value of the skill. How will it stack if a unit has multiple items like this? Take the best one?


How about mana shield? How can I have custom versions if the object editor fields are all set to 0?

THanks
 
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Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Ok I see. This means that the Damage Engine will read the value of the skill. How will it stack if a unit has multiple items like this? Take the best one?


How about mana shield? How can I have custom versions if the object editor fields are all set to 0?

THanks
It takes the most recently added ability or item
 
Level 21
Joined
Dec 4, 2007
Messages
1,478
Hm let's say i'm using:
"Unit - Cause DamageEventSource to damage DamageEventTarget, dealing temp_real_dmg damage of attack type Normal and damage type Normal"
to deal damage (i'm deliberately avoiding SetDamageEventAmount since that does not calculate armor reduction?!).

How can i prevent this damage from firing another damage event?

I wish SetDamageEventAmount would take armor classes into account. Or am i missing something?
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Hm let's say i'm using:
"Unit - Cause DamageEventSource to damage DamageEventTarget, dealing temp_real_dmg damage of attack type Normal and damage type Normal"
to deal damage (i'm deliberately avoiding SetDamageEventAmount since that does not calculate armor reduction?!).

How can i prevent this damage from firing another damage event?

I wish SetDamageEventAmount would take armor classes into account. Or am i missing something?
The original damage amount, if it is physical, is already applied with armor reduction.

If you use a scaling calculation like damage x 1.25, there won't be an issue just setting the amount.

Otherwise, if you are using patch 1.29 or higher, you can use the target unit's armor to calculate the differential yourself.
 
Level 4
Joined
Nov 20, 2006
Messages
71
Having a lot of trouble now in trying to get this to work in my map. I was using GDD previously without a problem. After importing this system, things work unless they involve Neutral Hostile or Neutral Passive units.

The heroes in my map begin as neutral passive and then are given to the selecting player. Even after switching the unit to the new, controlling player, I cannot detect damage events against the hero. Anyone have an idea? I'm guessing this is related to the unit indexer but I don't see any obvious problem.
 
Level 8
Joined
Jun 13, 2008
Messages
346
I have two questions about all of this...
-Can I still use the spells that was made with pre-4.0 version of damage engine with the new 4.0 version without any changes need to be made on the spell? I'm on 1.30 or something.
-Can I detect only the attacked target and not also the ones that are close to them since splash attacks triggers dds nonetheless?

edit:yep, all of my spellpack that was made with legacy unit indexer and damage engine are broken with these new versions on 1.30
@Bribe
 
Last edited:

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
I have two questions about all of this...
-Can I still use the spells that was made with pre-4.0 version of damage engine with the new 4.0 version without any changes need to be made on the spell? I'm on 1.30 or something.
-Can I detect only the attacked target and not also the ones that are close to them since splash attacks triggers dds nonetheless?

edit:yep, all of my spellpack that was made with legacy unit indexer and damage engine are broken with these new versions on 1.30
@Bribe

The 4.0 stuff has all the same API, so is backwards compatible in that sense. But you need to update the Unit Event system to the one in this map and not just Damage Engine.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
updated both, still buggy.

what kind of change did you make on unit indexer anyway?
Max players was 15, now it's set to the BJ. Not sure why your implementation is buggy, but these scripts are not buggy on 1.30 if you imported them correctly and are using them correctly in your triggers.
 
Level 8
Joined
Jun 13, 2008
Messages
346
I keep looking and looking...nope still couldn't see why it broke the spell:\
spell just gets triggered constantly back to back....its a passive spell that works like the bash spell....caster's basic attacks have a chance to trigger some effect kind of spell. Well it works but the problem is once its procced, effect keeps running back to back on other targets.

Could you check the spell's code yourself Bribe? it uses in total of 3 libraries, your indexer, dds, and line segment enum system.


Code:
// !WROUGHT CHAOS CODE!

constant function WRC_EType takes nothing returns integer
    return 'BTLF' // Expiration Type: Generic
endfunction

constant function WRC_ETime takes nothing returns real
    return 1.5 // Expiration Time
endfunction

constant function WRC_AT takes nothing returns attacktype
    return ATTACK_TYPE_MAGIC // Attack Type
endfunction

constant function WRC_DT takes nothing returns damagetype
    return DAMAGE_TYPE_MAGIC // Damage Type
endfunction

constant function WRC_WT takes nothing returns weapontype
    return WEAPON_TYPE_WHOKNOWS // Weapon Type
endfunction

function WRC_UnitAlive takes unit u returns boolean
    return not IsUnitType(u,UNIT_TYPE_DEAD) and GetUnitTypeId(u)!=0
endfunction

function WRC_Filter takes unit u , player p returns boolean
    return WRC_UnitAlive(u) and IsUnitEnemy(u,p) and not IsUnitType(u,UNIT_TYPE_STRUCTURE) and not IsUnitType(u,UNIT_TYPE_MAGIC_IMMUNE) or udg_WRC_FilterImmune and not IsUnitType(u,UNIT_TYPE_FLYING)
endfunction

function WRC_EnumUnits takes nothing returns boolean
    call GroupAddUnit(udg_WRC_EnumGroup,GetFilterUnit())
    set udg_WRC_EnumCache=udg_WRC_EnumCache+1
    return false
endfunction

function WRC_EnumLimitUnitInRange takes group g , unit u , real r , integer limit , player source returns nothing
    local unit p
    local real random
    set udg_WRC_EnumCache = 0
    call GroupClear(g)
    call GroupEnumUnitsInRange(g,GetUnitX(u),GetUnitY(u),r,Filter(function WRC_EnumUnits))
    if udg_WRC_EnumCache==0 then
        return
    endif
    set random = (I2R(limit)/I2R(udg_WRC_EnumCache))
    loop
        set p = FirstOfGroup(udg_WRC_EnumGroup)
        exitwhen limit==0 or p==null
        set udg_WRC_EnumCache=udg_WRC_EnumCache-1
        if GetRandomReal(0,1)<=random or udg_WRC_EnumCache<=limit and p!=u and WRC_Filter(p,source) then
            call GroupAddUnit(g,p)
            set limit=limit-1
        endif
        call GroupRemoveUnit(udg_WRC_EnumGroup,p)
    endloop
    call GroupClear(udg_WRC_EnumGroup)
endfunction

function WRC_Loop takes nothing returns nothing

    local real x
    local real y
    local real x2
    local real y2
    local unit d
    local unit p
    local unit p2
    local group inCounted
    local group inSegment
    local unit u = GetEnumUnit()
    local integer ID = GetUnitUserData(u)

    if udg_WRC_DurationCache[ID]>=udg_WRC_Duration[udg_WRC_Level[ID]] or not WRC_UnitAlive(u) then
        set inCounted = CreateGroup()
        set x = GetUnitX(u)
        set y = GetUnitY(u)
        call WRC_EnumLimitUnitInRange(inCounted,u,udg_WRC_Radius[udg_WRC_Level[ID]],udg_WRC_Amount[udg_WRC_Level[ID]],udg_WRC_SourcePlayer[ID])
        loop
            set p = FirstOfGroup(inCounted)
            exitwhen p == null
            if WRC_UnitAlive(p) then
            set x2 = GetUnitX(p)
            set y2 = GetUnitY(p)

            if udg_WRC_LaserEnable then
                set d = CreateUnit(udg_WRC_SourcePlayer[ID],udg_WRC_LaserType,x,y,Atan2(y2-y,x2-x)*bj_RADTODEG)
                call SetUnitScale(d,udg_WRC_LaserSize[udg_WRC_Level[ID]],0,0)
                call UnitApplyTimedLife(d,WRC_EType(),WRC_ETime())
                set d = null
            endif

            set inSegment = CreateGroup()
            call LSE_GroupEnumUnitsInRangeOfSegment(inSegment,x,y,x+udg_WRC_Radius[udg_WRC_Level[ID]]*Cos(Atan2(y2-y,x2-x)),y+udg_WRC_Radius[udg_WRC_Level[ID]]*Sin(Atan2(y2-y,x2-x)),udg_WRC_LineWidth[udg_WRC_Level[ID]])
            loop
                set p2 = FirstOfGroup(inSegment)
                exitwhen p2 == null
                if WRC_Filter(p2,udg_WRC_SourcePlayer[ID]) and p2!=u and p2!=p then
                    call DestroyEffect(AddSpecialEffectTarget(udg_WRC_Effect[2],p2,udg_WRC_EffectAttach[2]))
                    set udg_DamageEventType = 1
                    call UnitDamageTarget(udg_WRC_Source[ID],p2,udg_WRC_LineDamage[udg_WRC_Level[ID]],false,false,WRC_AT(),WRC_DT(),WRC_WT())
                endif
                call GroupRemoveUnit(inSegment,p2)
            endloop
            call DestroyGroup(inSegment)
            set inSegment = null
            endif
        call DestroyEffect(AddSpecialEffectTarget(udg_WRC_Effect[2],p,udg_WRC_EffectAttach[2]))
        set udg_DamageEventType = 1
        call UnitDamageTarget(udg_WRC_Source[ID],p,udg_WRC_LineDamage[udg_WRC_Level[ID]],false,false,WRC_AT(),WRC_DT(),WRC_WT())
        call GroupRemoveUnit(inCounted,p)
        endloop

        call DestroyEffect(AddSpecialEffectTarget(udg_WRC_Effect[2],u,udg_WRC_EffectAttach[2]))
        set udg_DamageEventType = 1
        call UnitDamageTarget(udg_WRC_Source[ID],u,udg_WRC_LineDamage[udg_WRC_Level[ID]],false,false,WRC_AT(),WRC_DT(),WRC_WT())

        call DestroyGroup(inCounted)
        set inCounted = null
        call DestroyEffect(udg_WRC_EffectHandler[ID])

        call GroupRemoveUnit(udg_WRC_Group,u)
        set udg_WRC_Instance=udg_WRC_Instance-1
        if udg_WRC_Instance==0 then
            call PauseTimer(udg_WRC_Timer)
        endif
    else
        set udg_WRC_DurationCache[ID] = udg_WRC_DurationCache[ID]+udg_WRC_LoopInterval
    endif
    set u = null
endfunction



function WRC_Iterate takes nothing returns nothing
    call ForGroup(udg_WRC_Group,function WRC_Loop)
endfunction

function WRC_Execution takes nothing returns boolean

    local unit u
    local integer ID
    local integer i = GetUnitAbilityLevel(udg_DamageEventSource,udg_WRC_Ability)

    if WRC_Filter(udg_DamageEventTarget,GetOwningPlayer(udg_DamageEventSource)) and udg_DamageEventType==0 and i>0 and GetRandomInt(0,100)<=udg_WRC_Chance[i] and not IsUnitInGroup(udg_DamageEventTarget,udg_WRC_Group) then

        set u = udg_DamageEventTarget
        set ID = GetUnitUserData(u)

        call DestroyEffect(AddSpecialEffectTarget(udg_WRC_Effect[1],u,udg_WRC_EffectAttach[1]))

        set udg_WRC_DurationCache[ID] = 0
        set udg_WRC_Source[ID]  = udg_DamageEventSource
        set udg_WRC_Level [ID]  = i
        set udg_WRC_EffectHandler[ID] = AddSpecialEffectTarget(udg_WRC_Effect[0],u,udg_WRC_EffectAttach[0])
        set udg_WRC_SourcePlayer [ID] = GetOwningPlayer(udg_WRC_Source[ID])

        call GroupAddUnit(udg_WRC_Group,u)
        set udg_WRC_Instance=udg_WRC_Instance+1

        if udg_WRC_Instance==1 then
            call TimerStart(udg_WRC_Timer,udg_WRC_LoopInterval,true,function WRC_Iterate)
        endif
        set u = null
    endif
    return false
endfunction



function InitTrig_Wrought_Chaos_Core takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterVariableEvent(t,"udg_DamageEvent",EQUAL,1)
    call TriggerAddCondition(t,Condition(function WRC_Execution))
endfunction
// !END WROUGHT CHAOS CODE!
 
Level 1
Joined
Apr 28, 2019
Messages
1
Hi, I've been using Bribe's DDS a few years ago when it probably couldn't tell difference between basic attack damage and spell damage.

I'm looking for solution to differentiate damage between unit basic attack and its in game Spiked Barricades/ any poison ability. Am I able to achieve that or some of these with the system?
 
Last edited:

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Hi, I've been using Bribe's DDS a few years ago when it probably couldn't tell difference between basic attack damage and spell damage.

I'm looking for solution to differentiate damage between unit basic attack and its in game Spiked Barricades/ any poison ability. Am I able to achieve that or some of these with the system?

Not unless you're playing in the PTR version. I am going to rewrite Damage Engine so thay GUI users will have access to the events.
 
Level 9
Joined
Jul 30, 2018
Messages
445
Sorry, if this has been asked already (going through 40 pages of comments would take some time...), but with another DDS I liked using negative damage for heals and positive was obviously for normal damage. With this Damage Engine, though, it seems as the engine automatically turns all negative damage to positive (like a condition DamageEventAmount less than 0 never returns true). It's fine with triggered damage, since I can use the NextDamageType, but some abilities would be so much easier to turn into healing spells by just turning their damage to negative value, instead of triggering every healing spell.

So, is there some other handy way to catch healing with this system? I tried to play around with the Explosive damage thing, because I thought that could have something to do with this problem, but couldn't figure anything out. Is there a way to turn that off and use negative values as heals instead?
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Sorry, if this has been asked already (going through 40 pages of comments would take some time...), but with another DDS I liked using negative damage for heals and positive was obviously for normal damage. With this Damage Engine, though, it seems as the engine automatically turns all negative damage to positive (like a condition DamageEventAmount less than 0 never returns true). It's fine with triggered damage, since I can use the NextDamageType, but some abilities would be so much easier to turn into healing spells by just turning their damage to negative value, instead of triggering every healing spell.

So, is there some other handy way to catch healing with this system? I tried to play around with the Explosive damage thing, because I thought that could have something to do with this problem, but couldn't figure anything out. Is there a way to turn that off and use negative values as heals instead?
Coming with the next patch all that weird damage reversal stuff is done away with because I can detect damage types without that ability.
 
Hmm, I know we have those but it doesn't seem like they would work very well for spell damage detection. I guess you could always detect what's not DAMAGE_TYPE_NORMAL to be spell damage, but it seems it would perhaps fail on things like Cleaving Attack that returns DAMAGE_TYPE_ENHANCED on non-primary targets.
 
Hmm, I know we have those but it doesn't seem like they would work very well for spell damage detection. I guess you could always detect what's not DAMAGE_TYPE_NORMAL to be spell damage, but it seems it would perhaps fail on things like Cleaving Attack that returns DAMAGE_TYPE_ENHANCED on non-primary targets.
The new natives offer a few advantages (you can detect more things, like Spiked Barricades damage, and differenciate more stuff using DAMAGE_TYPE). Even if there are a few edge cases where there is ambiguity, the same can be said for the current detection method. Illusions with Elune's Grace will consider spell damage as normal damage, same for units with Berserk and a negative multiplier. In those situations, you would trigger the abilities instead. The same can be said for Cleaving Attack.

I haven't been able to test the PTR this past week, so I don't know about this, but I'll toss a few ideas. Isn't the attack type of the Cleaving Attack damage the same as the attacking unit? Spells use ATTACK_TYPE_NORMAL, so as long as the attacking unit does not have that attack type, you should be able to differenciate Cleaving Attack from spells. Are there any actual spells that use DAMAGE_TYPE_ENHANCED? That looks like a damage type that would only trigger from things that enhance attacks, since it does not even affect ethereal units.

Quick Edit: Sure, you could use the new natives to differenciate damage and still use the current methods of detecting spell damage, since they are not incompatible. But you would not be able to know if the damage was spell damage in the new "Damaging" event that happens before damage is reduced (unless that damage is already reduced by the magic reduction ability? That seems to defeat the purpose of the event).

Quick Edit 2: I forgot that units the deal "Normal" damage actually use ATTACK_TYPE_MELEE. So there would be no way for the unit with Cleaving Attack to have ATTACK_TYPE_NORMAL. I have also tested in 1.30.4, and units that have Magic damage and cleave WILL cleave into Ethereal units, which leads me to believe the ATTACK_TYPE for the secondary targets is the attack type of the unit itself.
 
Last edited:
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