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Damage Engine 5.A.0.0

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

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


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

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

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

Features

Legacy Code & Requirements

How it works

How to install/upgrade

Video Guides

FAQs

Thanks


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

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

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

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

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

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

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


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

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

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

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

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

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

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

For versions 3.8 and prior:

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

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

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

Thanks to @Spellbound for several crucial bug reports.


Damage Engine Config

Damage Engine vJass

Damage Engine Lua

Changelog


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

BribeFromTheHive/DamageEngine

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

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

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

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

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

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

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


Cross-Compatibility:

BribeFromTheHive/DamageEngine

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

Damage Engine Demo Map (Map)

Lua Damage Engine 2.0.0.0 (Map)

Reviews
23:20, 11th Jan 2015, BPower Criticism: On the one hand Damage Engine offers extremely high utility to every spell, system and map maker independent of the coding style ( GUI, JASS, vJass, .... ) on the other hand it's very easy to import and...
Level 12
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Sorry - added the missing trigger.

I'm checking this because the caster is basically damaging himself when casting this ability. But he should never be able to kill himself with it. I removed the "levle of ability > 0", and for one caster it doesn' work (= he kills himself), but for the other caster it works (=the game message shows up and he lives).
 

Bribe

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My thinking is that you want to check if death coil index is less than 1 in the lethal damage trigger before turning it off. I think your hero dies because the damage trigger runs first and if it's 0 at that time then the poor dude who is about to die has his "save me" trigger disabled and can't live.
 
Level 12
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EDIT: Found a solution! And quite simple: I just switch the order between the damage line and the line that turns on the lethality check :p

  • Death Coil
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Death Coil
    • Actions
      • Set VariableSet DeathCoil_Caster = (Triggering unit)
      • Set VariableSet DeathCoil_Index = (DeathCoil_Index + 1)
      • Set VariableSet DeathCoil_Count = 0.00
      • Game - Display to (All players) for 2.00 seconds the text: (String(DeathCoil_Index))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DeathCoil_Index Equal to 1
        • Then - Actions
          • Trigger - Turn on Death Coil Damage <gen>
          • Trigger - Turn on Death Coil Lethality <gen>
          • Trigger - Turn on Death Coil Insurance <gen>
        • Else - Actions
      • Unit - Cause DeathCoil_Caster to damage DeathCoil_Caster, dealing (50.00 + (25.00 x (Real((Level of Death Coil for DeathCoil_Caster))))) damage of attack type Chaos and damage type Universal
 
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Level 3
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Guys, can you help me please, like what the hell.
Player 1 red blademaster attacking player 12 ghoul.
I am setting variable Damage event target to attacked unit (ghoul). It is working, i can check if (Damage event target owner = player 12) and do actions.
BUT, when I am setting Damage event scource to attacking unit (Blademaster), it is not working!!!!!!!!
When i am checking if Damage event scource owner is player 1 or is it blademaster etc. It is not working. Like Damage event scource becomes not Atacking unit, but something else.

Help pls, am i mad?
Just look at screenshots, first one is working, second one is not
 

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Bribe

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@Love Seeker wrote me on my profile but I am unable to respond due to the 1000-character limit, but since this is a question I get sometimes and have written out plenty of details I think it's worth sharing on this thread.

WarCraft 3 does not allow detection of non-triggered critical damage. You can detect a Bash, for example, but you can't detect increased damage from something like Searing Arrows or Critical Strike.

It is possible to "estimate" when a critical strike has occurred using the following math (from any damage event):

((Damage Base + Damage Numbers of Dice) + (Damage Base + Damage Number of Dice * Damage Sides per Die)) * 0.50

The above calculation will get you the AVERAGE base damage output of a unit.

You can use the first calculation (Damage Base + Damage Number of Dice) to get the minimum base damage.

The calculation (Damage Base + Damage Number of Dice * Damage Sides per Die) gets you the maximum base damage.

Depending on what kind of variations your unit's damage can have, you might be able to take the minimum damage and multiply it by the Critical Strike multiplier and let that be your threshold.

However, if it a siege unit with wildly varying damage, then you can have a false positive because if it high-rolls on the dice then you falsely detected a critical strike.

Alternatively, if you have a damage-enhancing ability enabled like Searing Arrows which pushes the unit's damage further, you could falsely detect critical damage if the arrow-enhanced damage adds more than or equal to what the critical strike does.

DamageEventPrevAmt is the figure that you compare whichever of the values to.

So if you want to estimate a critical strike using the minimum base damage of a unit, multiplied by two, as the threshold, the formula would be:

  • Pseudo Detect Crit
    • Events
      • Game - DamageEvent becomes Less than 1.00
    • Conditions
      • (((Damage Base of DamageEventSource) + (Damage Number of Dice of DamageEventSource)) x 2.00) Less Than DamageEventPrevAmt
    • Actions
      • Game - Display message to (All Players) "(Name of DamageEventSource) has probably dealt critical damage to (Name of DamageEventTarget)"
 
Level 12
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EDIT: This seems to work:

  • Chaos Strike
    • Events
      • Game - DamageEvent becomes Less than or equal to 1.00
    • Conditions
      • (Level of Chaos Strike for DamageEventSource) Greater than 0
      • (((Real((Base Damage of DamageEventSource for weapon index 0))) + (Real((Dice Number of DamageEventSource for weapon index 0)))) x 2.00) Less than DamageEventPrevAmt
    • Actions
      • Game - Display to (All players) for 2.00 seconds the text: CRIT
 
Last edited:

Bribe

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EDIT: This seems to work:

  • Chaos Strike
    • Events
      • Game - DamageEvent becomes Less than or equal to 1.00
    • Conditions
      • (Level of Chaos Strike for DamageEventSource) Greater than 0
      • (((Real((Base Damage of DamageEventSource for weapon index 0))) + (Real((Dice Number of DamageEventSource for weapon index 0)))) x 2.00) Less than DamageEventPrevAmt
    • Actions
      • Game - Display to (All players) for 2.00 seconds the text: CRIT

Yeah that would work in most if not all native WarCraft 3 instances, however it will only detect for melee damage rather than also detecting for ranged, hence why my example uses Less than.
 
Level 3
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Guys can you explain to me please, why the event "cause *variable* to damage *variable* dealing *variable number* damage" can not use integer variable in *variable number*???
Why i can only choose variable of type Real? Why i can put numbers directly, but can not choose variable of integer type?

In my head it was like that, i am saving base damage of unit in integer variable > i am dealing to enemy unit damage equal to my integer variable.
But it allows me to use real, but not integer. Real variables can't store base damage amount.

Can you give me advise please, what should i do?
 

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Level 3
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Guys can you explain to me please, why the event "cause *variable* to damage *variable* dealing *variable number* damage" can not use integer variable in *variable number*???
Why i can only choose variable of type Real? Why i can put numbers directly, but can not choose variable of integer type?

In my head it was like that, i am saving base damage of unit in integer variable > i am dealing to enemy unit damage equal to my integer variable.
But it allows me to use real, but not integer. Real variables can't store base damage amount.

Can you give me advise please, what should i do?

Guys i got it! I found CONVERSION... Integer to real.
 
Level 12
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((Damage Base + Damage Numbers of Dice) + (Damage Base + Damage Number of Dice * Damage Sides per Die)) * 0.50

The above calculation will get you the AVERAGE base damage output of a unit.

Not directly related to Critical Strike, but this formula raised a question for me:
Is it possible to add to this calculation not only base damage, but damage from items as well?

I want to set DamageAmount to the Average Damage of the unit and use this damage for a spell (not autoattack, which is why Critical Strike won't work).
 
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Hi, I and my friend are still using 1.27b.:cry:
Would you mind please offer a snapshot of elder history version.
Thanks a lot.
 
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763
Is there an easy way to make coded damage be treated as IsDamageAttack etc.?
I have an on cast spell (based on slow) that deals damage via 'cause unit to damage...' but would like it to be classed as an attack so it interacts with certain attack-only passives in the map.
I can see that having a "DamageModifierEvent" would be one way to go about it but it's not a very elegant solution for how the spell is coded, and I use DamageTypes for, well, damage types and not simple information like if an instance of damage was an attack etc.
The map is quite complex so having a DamageModifierEvent trigger just for this functionality is a bit overkill and will probably cost more performance than it's worth.
 

Bribe

Code Moderator
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Messages
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Is there an easy way to make coded damage be treated as IsDamageAttack etc.?
I have an on cast spell (based on slow) that deals damage via 'cause unit to damage...' but would like it to be classed as an attack so it interacts with certain attack-only passives in the map.
I can see that having a "DamageModifierEvent" would be one way to go about it but it's not a very elegant solution for how the spell is coded, and I use DamageTypes for, well, damage types and not simple information like if an instance of damage was an attack etc.
The map is quite complex so having a DamageModifierEvent trigger just for this functionality is a bit overkill and will probably cost more performance than it's worth.

In GUI set NextDamageIsAttack to True before damaging.

In JASS use one of he custom damager methods like Damage.apply()
 
Hi, I and my friend are still using 1.27b.:cry:
Would you mind please offer a snapshot of elder history version.
Thanks a lot.

If you read under "Requirements", there is this section:

  • 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

Maybe this is useful for you?
 
I have an issue where I want to fire an event once per attack, regardless if the attack is AoE or single target.
Basically how the AOEDamageEvent is, but also for single-target-attacks... This sounds fairly confusing so I will state my problem:

I have several heroes, one that can have basic attacks that deal AoE damage.
I have an Item that has a chance to have an effect, but I only want it to apply once per attack (I.E. not once per target!)
I can solve the problem myself by having a hashmap with a (unit, Item-type) -> flag.
Check flag if not true before doing an effect, then set it to true in effect, the reset the flag after a 0.1s timer or something, requiring more use of hashmap.

It's doable, but might be a nice feature to have in the system?
 

Bribe

Code Moderator
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Messages
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I have an issue where I want to fire an event once per attack, regardless if the attack is AoE or single target.
Basically how the AOEDamageEvent is, but also for single-target-attacks... This sounds fairly confusing so I will state my problem:

I have several heroes, one that can have basic attacks that deal AoE damage.
I have an Item that has a chance to have an effect, but I only want it to apply once per attack (I.E. not once per target!)
I can solve the problem myself by having a hashmap with a (unit, Item-type) -> flag.
Check flag if not true before doing an effect, then set it to true in effect, the reset the flag after a 0.1s timer or something, requiring more use of hashmap.

It's doable, but might be a nice feature to have in the system?
Use the conditions:

DamageEventLevel Equal to 0
DamageEventAOE Equal to 0
 
DamageEventLevel Equal to 0
DamageEventAOE Equal to 0

Thanks for the help! I hadn't understood those variables before.
Tried printing them out and found that I needed to use "DamageEvent" as event and "DamageEventAOE Equal to 1" seemd to work.
Is "DamageEventLevel" the current recursion-depth? It seemd to be 1 most of the time for me.
 

Bribe

Code Moderator
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Messages
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Hello. We’d like to acknowledge that a new build of the current version of Warcraft III: Reforged was just made available.

This update addresses a server issue and contains no player-facing changes.
This update addresses a server issue and contains no player-facing changes.
This update addresses a server issue and contains no player-facing changes.
This update addresses a server issue and contains no player-facing changes.
This update addresses a server issue and contains no player-facing changes.
This update addresses a server issue and contains no player-facing changes.
This update addresses a server issue and contains no player-facing changes.

Thank you!

I literally can't even
 
Level 3
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I was gonna ask!!!!!!!!!!!! Fuuuuuuuuuuuuuuck them!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I was just starting to understand this thing...and getting super hyped about all the possibilities...

such genius work... fuuuuuuuuuuuuuuuuuck them dude
 
Level 18
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Messages
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As horrible as everything sounds, there are workarounds to the introduced issue. In fact, someone has already found one. Compile code outside of the world editor. Inconvenient but at least there is a solution. Hasn't Warcraft III modding been about circumventing the system through absurd ways just to bring out results? Well, this is not anything different, just a lot more saner.
 
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Hi @Bribe - I copied the system into my map as stated in the instructions but I get a ton of errors. I have the latest version of Warcraft Reforged (1.32.9) and have the updated patch to fix the jass issues. I've also got the settings on that allows any new variables to be automatically created, even though I can see all the variables needed are there anyway.

963 complile errors. A variety of undeclared symbols and "unknown complile error"s. The first one is involving that DamageEngine_DeBugStr. But as i've got the patch that shouldn't really be an issue anymore?

Am I missing something that could cause so many errors?

Thank you.

Screenshot-2020-12-23-123321.png
 
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Bribe

Code Moderator
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Messages
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Well for starters you are on an older version of Damage Engine.

Second, what you are getting there does seem to indicate that JassHelper is disabled because these don't appear to be pJass-related parser errors but rather regular World Editor ones.

Make sure you restart your computer, open Battle.net, allow any unfinished WC3 updates to run, then open WarCraft 3 and let it load to the menu screen, then open World Editor from the menu at the top of the Blizzard app and try again.
 
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An incredible system and incredibly user-friendly (at least if you don't want to modify it, then I don't know). I thought I'd never figure out how to use it, but it works very smoothly and was simple enough for my necessities.

Thank you so much for this incredible tool, this opens so many possibilities!
 

Bribe

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Hi Bribe, just wondering: Do you still plan do update the new Arching Text tag in the future? (to have different sized text tags for magic damage or physical damage for example)

Arcing Floating Text 1.0.0.3
Thanks for the reminder - I had completely forgotten about that! I will make sure to include it when I update the script to 5.8.
 
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Okay, so @Bribe - I hope you like mysteries, because I might just have one for you :D

I downloaded and copied the Lua version and it works, but under certain circumstances it... uhm, hard-freezes the game.

I'm using 1.31.1 from my own upload (basically copied files from my old laptop), which isn't really causing me any issues and as far as I know works perfectly fine with the vJass version. The map I used the Lua DE on was very simple and the only other trigger it had was one that printed "test" if DamageEvent became equal to 1.

But, here comes the kicker... When I removed that trigger, the game started freezing the moment any unit took damage.

I did some investigating and:
- Removing and copying DE doesn't change anything, but disabling the main DE script removes the issue
- It's clearly related to the event - it doesn't matter which trigger uses it or what actions it has (might as well be empty)
- The trigger containing the event doesn't have to be "initially on", but it has to be enabled
- I've tested LethalDamageEvent and DamageModifierEvent as replacements for DamageEvent - both work fine, i.e. no freezing
- Having any other triggers doesn't matter as long as one of them has a DE event
- Disabling other scripts causes the map to not load at all, so I don't know if it's something with them or not

So, basically - as long as you have a trigger that has one of the DE events, even if that trigger has nothing else inside it and is initially turned off (and isn't turned on at any point), everything works fine, but the second you remove or disable that trigger, the game starts freezing.

Obviously this isn't a huge issue as you probably won't download the DE if you don't plan to use it and using it solves the problem, but... well, it's there :D
 
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Wrda

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Messages
1,870
One thing that always bothered me with this amazing system, is the recursion part. I've used this for a long time and now returned for the new update and forgot about how some parts work.
However, my problem is, I have a triggered ability that has "splash", that can damage up to 2 other units for 10 damage besides the target (main target was damaged by 30). What's happening with just 2 units is that main target is damaged by 30, subsequently another one by 10, that triggers again the splash and damages the main one by 10. Putting a "NextDamageType" with a new DamageType didn't work, turning trigger off and on didn't work, all of this in a "DamageModifierEvent equals to 1". Do I really need to create another trigger with "DamageEvent equals to 1" to prevent this recursion or something?
JASS:
function ShotgunDamageUnits takes nothing returns nothing
    local unit u = GetEnumUnit()
    call DestroyEffect(AddSpecialEffect("Abilities\\Weapons\\Rifle\\RifleImpact.mdl", GetUnitX(u), GetUnitY(u)))
    set udg_NextDamageType = udg_DamageTypeShotgun
    call UnitDamageTarget(udg_DamageEventSource, u, 10.00, true, true, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
    set u = null
endfunction

function ShotgunUnits takes nothing returns boolean
    set FilterUnit = GetFilterUnit()
    return UnitAlive(FilterUnit) and GetOwningPlayer(FilterUnit) == Player(11) and FilterUnit != udg_DamageEventTarget
endfunction

function Trig_WeaponDamage_Actions takes nothing returns nothing
    local group g = null
    local boolexpr b = null
    if GetUnitTypeId(udg_DamageEventSource) == 'H006' then
        if GetUnitAbilityLevel(udg_DamageEventSource, WEAPON_SHOTGUN) > 0 and udg_NextDamageType != udg_DamageTypeShotgun then
            set b = Condition(function ShotgunUnits)
            set g = GetClosestNUnitsInRange(GetUnitX(udg_DamageEventTarget), GetUnitY(udg_DamageEventTarget), 2, 400, b)
        call ForGroup(g, function ShotgunDamageUnits)
            call DestroyBoolExpr(b)
            call DestroyGroup(g)
            set g = null
            set b = null
        else
        //not completed
        endif
    endif
endfunction

//===========================================================================
function InitTrig_Weapon_Damage takes nothing returns nothing
    set gg_trg_Weapon_Damage = CreateTrigger()
    call TriggerRegisterVariableEvent(gg_trg_Weapon_Damage, "udg_DamageModifierEvent", EQUAL, 1.00)
    call TriggerAddAction(gg_trg_Weapon_Damage, function Trig_WeaponDamage_Actions)
endfunction
 

Bribe

Code Moderator
Level 50
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Sep 26, 2009
Messages
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One thing that always bothered me with this amazing system, is the recursion part. I've used this for a long time and now returned for the new update and forgot about how some parts work.
However, my problem is, I have a triggered ability that has "splash", that can damage up to 2 other units for 10 damage besides the target (main target was damaged by 30). What's happening with just 2 units is that main target is damaged by 30, subsequently another one by 10, that triggers again the splash and damages the main one by 10. Putting a "NextDamageType" with a new DamageType didn't work, turning trigger off and on didn't work, all of this in a "DamageModifierEvent equals to 1". Do I really need to create another trigger with "DamageEvent equals to 1" to prevent this recursion or something?
JASS:
function ShotgunDamageUnits takes nothing returns nothing
    local unit u = GetEnumUnit()
    call DestroyEffect(AddSpecialEffect("Abilities\\Weapons\\Rifle\\RifleImpact.mdl", GetUnitX(u), GetUnitY(u)))
    set udg_NextDamageType = udg_DamageTypeShotgun
    call UnitDamageTarget(udg_DamageEventSource, u, 10.00, true, true, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
    set u = null
endfunction

function ShotgunUnits takes nothing returns boolean
    set FilterUnit = GetFilterUnit()
    return UnitAlive(FilterUnit) and GetOwningPlayer(FilterUnit) == Player(11) and FilterUnit != udg_DamageEventTarget
endfunction

function Trig_WeaponDamage_Actions takes nothing returns nothing
    local group g = null
    local boolexpr b = null
    if GetUnitTypeId(udg_DamageEventSource) == 'H006' then
        if GetUnitAbilityLevel(udg_DamageEventSource, WEAPON_SHOTGUN) > 0 and udg_NextDamageType != udg_DamageTypeShotgun then
            set b = Condition(function ShotgunUnits)
            set g = GetClosestNUnitsInRange(GetUnitX(udg_DamageEventTarget), GetUnitY(udg_DamageEventTarget), 2, 400, b)
        call ForGroup(g, function ShotgunDamageUnits)
            call DestroyBoolExpr(b)
            call DestroyGroup(g)
            set g = null
            set b = null
        else
        //not completed
        endif
    endif
endfunction

//===========================================================================
function InitTrig_Weapon_Damage takes nothing returns nothing
    set gg_trg_Weapon_Damage = CreateTrigger()
    call TriggerRegisterVariableEvent(gg_trg_Weapon_Damage, "udg_DamageModifierEvent", EQUAL, 1.00)
    call TriggerAddAction(gg_trg_Weapon_Damage, function Trig_WeaponDamage_Actions)
endfunction

Spasmaster needed to do that for his map so I added the abilityto override the aggressive recursion blocking.

GUI users can add this to the top of your trigger:

Custom script: set DamageEngine_inception= true

In your case just add it right above the UnitDamageTarget line.
 

Wrda

Spell Reviewer
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If I remember correctly, Spasmaster wanted to make something like recursion as if a unit attacks another one, the latter retaliates and repeat the sequence a number of times to make it sound like a unit attacked more than once with just one hit.
That's exactly what I don't want to happen here, not even with a hero that has an ability that damages a unit and then damage another via UnitDamageTarget, that second unit should not make the trigger fire again, which is still happening, even worse with "set DamageEngine_inception= true". The trigger is picking the closest 2 nearby units from the main target, in this example it is picking only one.
I just want to fully block this recursion.
 
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Level 3
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Dec 25, 2020
Messages
11
I got an error about DamageEventOverride checked by Wurstscript while using WEE Sharpcraft for my custom map
  • mismatched input 'override' expecting {'class', 'new', 'thistype', 'it', 'array', 'this', 'destroy', 'init', 'from', 'to', 'end', '<', ID}

...
function OnUnitDamage takes nothing returns boolean
local boolean override= udg_DamageEventOverride //<- error here
local integer i
...

...
endif
endif
set udg_DamageEventOverride=override //<- error here
if udg_DamageEventAmount > 0.00 then
set udg_DamageModifierEvent=4.00
...​
 
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Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
I got an error about DamageEventOverride checked by Wurstscript while using WEE Sharpcraft for my custom map
  • mismatched input 'override' expecting {'class', 'new', 'thistype', 'it', 'array', 'this', 'destroy', 'init', 'from', 'to', 'end', '<', ID}

...
function OnUnitDamage takes nothing returns boolean
local boolean override= udg_DamageEventOverride //<- error here
local integer i
...

...
endif
endif
set udg_DamageEventOverride=override //<- error here
if udg_DamageEventAmount > 0.00 then
set udg_DamageModifierEvent=4.00
...​

I don't use Sharpcraft so I don't know why you get that error. Might be a patch compatibility issue and it flags the wrong line.
 
Level 18
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Jan 1, 2018
Messages
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I got an error about DamageEventOverride checked by Wurstscript while using WEE Sharpcraft for my custom map
  • mismatched input 'override' expecting {'class', 'new', 'thistype', 'it', 'array', 'this', 'destroy', 'init', 'from', 'to', 'end', '<', ID}

...
function OnUnitDamage takes nothing returns boolean
local boolean override= udg_DamageEventOverride //<- error here
local integer i
...

...
endif
endif
set udg_DamageEventOverride=override //<- error here
if udg_DamageEventAmount > 0.00 then
set udg_DamageModifierEvent=4.00
...​
I'm guessing override is a keyword so it cannot be used as variable name, try renaming it.
 
Level 3
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Oct 10, 2017
Messages
32
Your Lua version seems to have some kind of error? Importing throws an error at the -]] comment for some reason. Would be great if you could fix it.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Your Lua version seems to have some kind of error? Importing throws an error at the -]] comment for some reason. Would be great if you could fix it.
@Bribe I have found that copying the Damage Engine folder into another map (even if the map is an empty one) crashes the world editor with the current arrangement of the variables.

Placing all those folders under a new folder prevented the crash.

I've added these two to my worklist: Issues · BribeFromTheHive/DamageEngine (github.com)
 
Level 3
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Messages
32
When I use the Lua version, do I still need to download the map and copy over the folders to my map? Or is the lua script enough?
 
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Despite the overkill damage functionality already being possible before your update, the idea of it is intriguing. I'll try to incorporate this into my map somehow. Also, I can do testing and edit this later today, but do units with 0 auto-attack damage trigger damage event? Thanks Bribe =)
 
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