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Damage Engine 5.A.0.0

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

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


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

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

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

Features

Legacy Code & Requirements

How it works

How to install/upgrade

Video Guides

FAQs

Thanks


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

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

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

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

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

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

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


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

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

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

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

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

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

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

For versions 3.8 and prior:

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

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

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

Thanks to @Spellbound for several crucial bug reports.


Damage Engine Config

Damage Engine vJass

Damage Engine Lua

Changelog


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

BribeFromTheHive/DamageEngine

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

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

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

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

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

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

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


Cross-Compatibility:

BribeFromTheHive/DamageEngine

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

Damage Engine Demo Map (Map)

Lua Damage Engine 2.0.0.0 (Map)

Reviews
23:20, 11th Jan 2015, BPower Criticism: On the one hand Damage Engine offers extremely high utility to every spell, system and map maker independent of the coding style ( GUI, JASS, vJass, .... ) on the other hand it's very easy to import and...
Level 4
Joined
Nov 4, 2016
Messages
34
I'ved installed this engine in my map, but can I ask one thing? Is there a way that I can detect the current attack damage of a unit?

For an example, my unit has an ability to throw a spear which deals 170% of his attack damage, what variable am I going to use?

Set DamageAmount = Unit Current Attack Damage, is there one?
 
The system can only retrieve a unit's damage when it's inflicted, so the only way you can inflict 170% of attack damage is by making it attack. Not really feasible, afaik, without some sort of memory hacking to get minimum attack damage and maximum attack damage.

The one way you *~could~* do it would be to store the unit's damage every time it attacks (overwriting it every time) so that you have it's latest damage, though that wouldn't account for any buffs/debuffs the unit gets between damage registration.
 
Damage Engine works very fine if I want to make a spell that depends on counting the number of physical attacks (by counting the number of physical damage instances). However, does anyone know a system that can count exactly the number of attacks... b/c counting the instances doesn't work well when the unit has the Barrage spell (attacks multiple units at once) or deals triggered Physical damage?
 
... or has AoE damage :p

Honestly I don't think there are any systems that could reliably do such a thing. Instead, you will probably have to make your own custom Barrage spell with a custom missile system. As for triggered physical damage, unless specified BEFORE damage was inflicted, it will return a DamageType of zero, and IsSpellDamage will be false. To specify DamageType, you need to set NextDamageType to a non-zero integer, and then inflict the damage. Then you must do Trigger - Run ClearDamageEvent (Checking Conditions)
 
Level 6
Joined
Dec 8, 2016
Messages
127
I use this system to create blood effect when attacked, but when i use siege unit with splash damage,
I get this message

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

The trigger is simple as create effect & destroy effect, no damage trigger at all within this DamgeEvent trigger.
 
What are the conditions to that trigger? Also, if you have multiple triggers that are firing off DamageEvent or DamageModifierEvent == 1.00 then there could be an overlap somewhere else. Additionally, does your siege unit have any abilities that could be re-applying damage?

A point worth noting is that, afaik, Damage Engine cannot differentiate between the different attack types (Piercing, Siege, Chaos, even Magic, etc) so all attack-inflicted damage would return as IsSpellDamage == false unless it came from an Orb effect (or something like Searing Arrow -- something that would normally be reduced by Runed Bracers). So watch out for those as well.
 
Level 6
Joined
Dec 8, 2016
Messages
127
No, the trigger is just for aesthetic, no damage or ability type trigger within it. The siege unit is just normal units like mortar team/meat wagon. Just to clarify, is it bugged if use siege unit?
 
Level 6
Joined
Dec 8, 2016
Messages
127
All these 3 triggers are in the same map

  • Sleep Damaged
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • (Level of Sleep effect for DamageEventTarget) Greater than 0
    • Actions
      • Set Sleeper[5] = DamageEventTarget
      • Unit - Remove Sleep effect from Sleeper[5]
  • Attack Unit Blood Effect Copy
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • (DamageEventTarget is A structure) Equal to False
      • (DamageEventTarget is Mechanical) Equal to False
      • (DamageEventTarget is An Ancient) Equal to False
      • DamageEventSource Not equal to No unit
    • Actions
      • Special Effect - Create a special effect attached to the chest of DamageEventTarget using war3mapImported\HydraliskImpact.mdx
      • Special Effect - Destroy (Last created special effect)
  • Building hit effect
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • (DamageEventTarget is A structure) Equal to True
      • (DamageEventTarget is in FortifyQual) Equal to True
    • Actions
      • Set BDE[1] = DamageEventTarget
      • Set BDE[2] = DamageEventSource
      • Set BDEpos1 = (Position of BDE[1])
      • Set BDEpos2 = (Position of BDE[2])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of BDE[1]) Equal to Lumber Mill
              • (Unit-type of BDE[1]) Equal to Arsenal
              • (Unit-type of BDE[1]) Equal to Shadow Dungeon
              • (Unit-type of BDE[1]) Equal to Well of Life
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 132.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of BDE[1]) Equal to Gambler's Den
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 139.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of BDE[1]) Equal to Living Statue try
              • (Unit-type of BDE[1]) Equal to Sentinel
              • (Unit-type of BDE[1]) Equal to Arcane Tower
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 49.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of BDE[1]) Equal to Guard Tower
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 105.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of BDE[1]) Equal to Enchanted Tree
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 36.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of BDE[1]) Equal to Library
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 98.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of BDE[1]) Equal to House
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 80.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of BDE[1]) Equal to Arena
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 185.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of BDE[1]) Equal to War Academy
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 143.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of BDE[1]) Equal to Workshop
              • (Unit-type of BDE[1]) Equal to Trading Post
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 155.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of BDE[1]) Equal to Stable
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 176.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of BDE[1]) Equal to Altar of Legends (REAL)
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 110.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of BDE[1]) Equal to Tower of Wonder
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 188.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of BDE[1]) Equal to School of Magic
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 198.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of BDE[1]) Equal to Village Hall First real
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 193.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of BDE[1]) Equal to Shrine
              • (Unit-type of BDE[1]) Equal to Naga Embassy
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 110.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of BDE[1]) Equal to Pandaren Embassy
              • (Unit-type of BDE[1]) Equal to Nerubian Embassy
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 120.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of BDE[1]) Equal to Market
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 165.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of BDE[1]) Equal to Keep
        • Then - Actions
          • Set BDEpos3 = (BDEpos1 offset by 150.00 towards (Angle from BDEpos1 to BDEpos2) degrees)
        • Else - Actions
      • Special Effect - Create a special effect at BDEpos3 using war3mapImported\BUildingSmoke.mdx
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect at BDEpos3 using war3mapImported\BUildingSpark.mdx
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation(udg_BDEpos1)
      • Custom script: call RemoveLocation(udg_BDEpos2)
      • Custom script: call RemoveLocation(udg_BDEpos3)
      • -------- --------
      • -------- --------
      • -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (BDE[1] is in BuidingSmoke) Equal to True
        • Then - Actions
          • Set BuildingDMGeffectPerc = (Percentage life of BDE[1])
          • Set BuildingDmgEffNumber = (Custom value of BDE[1])
          • Set BuildingDMG2nd[BuildingDmgEffNumber] = BDE[1]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BuildingDMGeffectPerc Less than or equal to 25.00
              • BuildingDMGeffectPerc Greater than 1.00
              • (BDE[1] is in BuildingDMG25) Equal to False
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of BDE[1] using war3mapImported\NewSmokeEX.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit Group - Add BDE[1] to BuildingDMG25
              • Set BuildingDMGtimer25[BuildingDmgEffNumber] = 0
              • Trigger - Turn on Smoke Effect Delay <gen>
              • Skip remaining actions
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BuildingDMGeffectPerc Less than or equal to 50.00
              • (BDE[1] is in BuildingDMG50) Equal to False
              • (BDE[1] is in BuildingDMG25) Equal to False
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of BDE[1] using war3mapImported\NewSmokeEX.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit Group - Add BDE[1] to BuildingDMG50
              • Set BuildingDMGtimer50[BuildingDmgEffNumber] = 0
              • Trigger - Turn on Smoke Effect Delay <gen>
              • Skip remaining actions
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BuildingDMGeffectPerc Less than or equal to 75.00
              • (BDE[1] is in BuildingDMG75) Equal to False
              • (BDE[1] is in BuildingDMG50) Equal to False
              • (BDE[1] is in BuildingDMG25) Equal to False
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of BDE[1] using war3mapImported\NewSmokeEX.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit Group - Add BDE[1] to BuildingDMG75
              • Set BuildingDMGtimer75[BuildingDmgEffNumber] = 0
              • Trigger - Turn on Smoke Effect Delay <gen>
            • Else - Actions
        • Else - Actions
 
Wait, there's a library that allows calculation of attack value before armor reduction?

Because 1 year ago this conversation happened :p
Which variable do I use to refer to the damage before armor reductions? For example, Meat Wagon has 100 damage, after armor reduction from a Medium armor unit 50 damage is dealt, I want to get the 100 damage.
That's impossible (very difficult to implement and too full of bugs to be reliable) unless you only modify your damage through triggers. Blizzard did not give us the ability to access a unit's attack value via triggers.

idk if it's gonna be compatible with GUI Damage Engine though
 
Well I have not tested with numbers, but when I want to get the unreduced damage (for example if I want to apply the damage in an AoE) I do: set damage = GetFullDamage(udg_DamageEventTarget, GetUnitArmor(udg_DamageEventTarget)). Then I can use the local damage to re-apply as I see fit, and the game will reduce it accordingly:
JASS:
set udg_NextDamageType = udg_DamageTypeCustom
call UnitDamageTarget(udg_DamageEventSource, YourTarget, damage, true, true, ATTACK_TYPE_PIERCE, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
call TriggerEvaluate(udg_ClearDamageEvent)
 

Jampion

Code Reviewer
Level 15
Joined
Mar 25, 2016
Messages
1,327
I am having problems with the recursion error message. Dealing small amounts of damage seems to trigger this error message.
I encountered this problem when setting the damage of perament immolation to 0.01.
Weirdly it only happens with 0.01 (I tested 0.02,0.03,0.05 and 0.1).
This has nothing to do with my map, as it also occurs in the provided test map (just place an Infernal and a lot of Ghouls around it and set the damage of permament immolation to 0.01).
Note: I tested it with only damage engine triggers (demo map triggers disabled).

I would like to know, why this happens and also ideally a solution, though not necessary, as I can just increase the damage.
Still I wanted to tell you this just so you know.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,468
The immolation AOE is probably hitting more than the maximum allowed targets at the same time is most likely why. This fools the system into thinking it has reached a recursive scenario.

JASS:
function OnUnitDamage takes nothing returns boolean
    local boolean override = udg_DamageEventOverride
    local integer i = udg_DmgEvRecursionN - 1
    local string s
    local real prevAmount
    local real life
    local real prevLife
    local unit u
    call CheckDamagedLifeEvent(false)
    if i >= 0 then
        if i < 16 then //this number may need to be increased to something like 32
 

Jampion

Code Reviewer
Level 15
Joined
Mar 25, 2016
Messages
1,327
The immolation AOE is probably hitting more than the maximum allowed targets at the same time is most likely why. This fools the system into thinking it has reached a recursive scenario.
I also thought it might be something like that. I found it weird though, that it only happens when the damage is 0.01.
At least it's good to know, that my triggers were not causing it. :)
Thanks for the answer and the damage engine. It really makes damage modification a lot easier and safer.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,468
Make an attack type that is detected as NOT physical. Spells attack type may work but it has issues with damaging ethereal and showing info in the UI. The core problem is Runed Bracers not reducing Magic Attacks.
I advised in the Map description you need to set Runed Bracers to 1.67 reduction:

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.
 

Jampion

Code Reviewer
Level 15
Joined
Mar 25, 2016
Messages
1,327
It's important to also consider damage type.
Attack types are mostly attack damage multiplicators. The exceptions here are magic damage and spell damage.
Magic cannot damage spell immune, but can damage etheral units.
Spell damage is reduced by runed bracers, but can damage spell immune units.

If you combine the attack type spell damage with one of the damage types universal or magic, it can damage etheral units.
I did a lot of research about attack types and damage types and used it for this page:
Damage Calculation - Liquipedia Warcraft Wiki

Feel free to ask me about anything. :)

I do not know how the damage system internally works, but as runed bracers reduces spell damage and is used to detect spell damage, maybe you could use elune's grace in order detect magic (and also piercing) damage.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,468
You can't use Elune's Grace as there isn't a third dimension the damage can be set to. It's theoretically possible in a circumstance that one knows whether damage can exceed a certain value though, then set the amplifier on EG to something crazy to ensure all ranged damage is treated discovered by being way too high, then reduced in amount by the system so it can be flagged but still do the normal amount of damage.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,468
You misunderstood, I do not want a Runed Bracers that reduces Magic Attack, I want a DDS that can distinguish Magic Attack as MAGICAL damage which I was not achieved because the DDS' Runed Bracer Ability does not make Magic Attacks negative damage.
Not possible to differentiate damage type without triggering the recognition yourself. Blizzard needs to add them as natives or you need to use the memory hacking method which allows such commands.
 
Level 3
Joined
Apr 2, 2013
Messages
41
Can i ask some questions pls because i quite confuse ?
-If this system Only detect and get "Amount" of dmg after reduction of armor , so if i set the "Amount" + X , so X is dmg after or before reduction ?

-With manasheld skill , is mana lost base on dmg after or before reduction (like att a unit with 99999armor).

p/s: sorry if u guy dont understand.
 
-If this system Only detect and get "Amount" of dmg after reduction of armor , so if i set the "Amount" + X , so X is dmg after or before reduction ?

amount + X would be a "X" True damage boost, excluding previous reductions.

If you have alot of damage modyfiers you should organice them by using the different damageModyifier Events provided.
DamageModifierEvent is split into four phases. Only 1 and 4 are important, you do not need phase 2 or 3. Your map will still work exactly the same without them. However, they are there to help you out if you want them.

Recommended use:
- Terminal Phase: Equal to 1.00. If your goal is to block damage or switch it to a heal, this is the best time. If you don't want the damage blocked any further, set DamageEventOverride to true. It will skip phases 2 and 3 and even skip phase 4 if the damage is equal to or less than 0.
- Abstract Phase: Equal to 2.00. If you don't need to know the damage event amount to modify the damage, do it here. Multiplication, division and logarithm calculations are ideal, here.
- Direct Phase: Equal to 3.00. Hardened skin reduces damage by 13 but not by less than 3. This phase is the perfect time to implement such a thing.
- Quantitative Shield (Final) Phase: Equal to 4.00. This is the most interesting one. I needed to create it in order to make an Anti-Magic Shell and Mana Shield respond to a modified DamageEventAmount instead of just the original.

Edit: Mana Shield, Life Drain, and Anti-Magic Damageblock Version do need a triggered fix to include Modyfiers done by this System, which this map includes.
 
Last edited:
So X is exactly the amount HP loss but flag as physical dmg ,im right ?
The Flag will not change, if you simply change DamageEventAmount.
If you use this "DamageEventAmount = (DamageEventAmount + X)" in an DamageModifierEvent it is a true Damage boost by "X".
  • Mod Damage
    • Events
      • Game - DamageModifierEvent becomes Equal 3.00
      • I use Event Equal 3 to exclude % changes from other possible ModifierTriggers to modify this 30 DMG
    • Conditions
    • Actions
      • -------- +30 Life Lose does not matter what type it is: Be it spell or attack. --------
      • Set DamageEventAmount = (DamageEventAmount + 30.00)
 

Jampion

Code Reviewer
Level 15
Joined
Mar 25, 2016
Messages
1,327
Use the boolean variable IsSpellDamage (not sure if that is the exact name) and you can filter non-spell damage.
Then you set DamageEventAmount = 0.

If some of your abilities deal non-spell damage, you need to use other methods to detect if it's an attack.
You can do so by using buff placing attack abilities (orb of corruption for example) and detect the buff and remove it in the damage modifier event.
 
Level 5
Joined
Aug 20, 2015
Messages
133
guys, i wonder if anyone tryed to use Pulverize passive... cus this ability causes reqursion error
both modified and unmodified cause that error to happen
suggestions?
 

Jampion

Code Reviewer
Level 15
Joined
Mar 25, 2016
Messages
1,327
I had a similar problem with immolation if the damage was set very low. How much damage does your Pulverize deal?
Try if it also happens with higher damage.
It's not a recursion error, but the system thinks it's one.
If you are sure that you are not causing a real recursion error, you can just ignore it.
 
Level 5
Joined
Aug 20, 2015
Messages
133
It could happen with large numbers of units damaged at once.
I added 2 taurens with pulverize, 100% chance, 100 dmg in 200 and 50 dmg in 400 range
a group of neutral-hostile workers was attacked by them, and everything was okay, but when i tryed to kill last one - boom, i got the error and pulverize stopped working
 
Level 5
Joined
Aug 20, 2015
Messages
133
Can you try with all custom DamageEvent triggers disabled in case it's another trigger causing that?
yeah. it was my first thought, that i messed up something
and i tested pulverize on your dmg engine map
added only 2 taurens on the map and modified their ability
nothing else
 
Level 5
Joined
Aug 20, 2015
Messages
133
well, somehow, closest target to taurens sometimes gets damaged by Pulverize twice, from 100% and 50% AOE damage
dunno how is that possible
maybe this is the case
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,468
Update!

3.6.1.0 - Fixed a major recursion misflag caused by storing RecursionN to a local before potentially modifying RecursionN in the CheckForDamage function. Thanks to ssbbssc2 and Jampion for pointing this out!

well, somehow, closest target to taurens sometimes gets damaged by Pulverize twice, from 100% and 50% AOE damage
dunno how is that possible
maybe this is the case

No, the first damage is the physical attack and the second damage is the spell damage applied by the Pulverize AoE. The bonus radius damage isn't applied to those in the closest radius.

The test map is updated with the fix as well as an addition to the demo of a Mutant who doesn't take any damage but has the 100% chance Pulverize ability.
 
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