Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
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.)
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:
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).
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:
Use WarCraft 3 Version 1.32
If you're upgrading from 3.8 or prior, please delete the entire "Damage Engine" category from your map.
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. --------
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.
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
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...
It doesn't stop after two minutes. It's something to do with your map. I can't imagine what your map is doing to make it bug though. You should post the triggers.
It doesn't stop after two minutes. It's something to do with your map. I can't imagine what your map is doing to make it bug though. You should post the triggers.
yea, in my case too was something, but i cant remember what but exactly similiar after a time its disappeared and was something wrong in set damage trigger (coz i edited and i think something was mistyped with damageeventtype )
so i think something have with damage calculation what isnt it by default
it must work atleast with 30 unit coz i tryed on my map and worked fine
[edit]
oh if i remember well then damageventamount was negative number so after that died the system(if i remember well)
On Damage, it's your trigger, i'm using it so i can see if the unit is dealing the right damage.
On Damage
Events
Game - DamageModifierEvent becomes Equal to 1.00
Conditions
(DamageEventSource is A Hero) Equal to True
Actions
Set Point = (Position of DamageEventSource)
Floating Text - Create floating text that reads (String(DamageEventAmount)) at Point with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Custom script: call RemoveLocation(udg_Point)
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 4.50 seconds
Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
Floating Text - Set the velocity of (Last created floating text) to 100.00 towards DemoVelocity degrees
Set DemoVelocity = (DemoVelocity + 90.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DemoVelocity Equal to 360.00
Then - Actions
Set DemoVelocity = 0.00
Else - Actions
Element, this trigger detects every element of the unit and modifying the damage. Since my map is aos every wave has an element attach on the unit. So it's really an huge amount of unit.
Element
Events
Game - DamageModifierEvent becomes Equal to 1.00
Conditions
DamageEventOverride Equal to False
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventSource has buff Water ) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Fire ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount + (DamageEventAmount x 0.25))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Water ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x 0.50))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Wind ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x 0.25))
Else - Actions
Else - Actions
-------- Earth --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventSource has buff Earth ) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Wind ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount + (DamageEventAmount x 0.25))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Earth ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x 0.50))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Fire ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x 0.25))
Else - Actions
Else - Actions
-------- Fire --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventSource has buff Fire ) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Earth ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount + (DamageEventAmount x 0.25))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Fire ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x 0.50))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Water ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x 0.25))
Else - Actions
Else - Actions
-------- Wind --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventSource has buff Wind ) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Water ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount + (DamageEventAmount x 0.25))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Wind ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x 0.50))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Earth ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x 0.25))
Else - Actions
Else - Actions
-------- Holy --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventSource has buff Holy ) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Shadow ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount + (DamageEventAmount x 0.25))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Holy ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x 0.50))
Else - Actions
Else - Actions
-------- Shadow --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventSource has buff Shadow ) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Holy ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount + (DamageEventAmount x 0.25))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget has buff Shadow ) Equal to True
Then - Actions
Set DamageEventOverride = True
Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x 0.50))
Else - Actions
Else - Actions
Extra trigger, this trigger will activate if the unit deals a damage on the unit.
Doomhammer Damage
Events
Game - DamageEvent becomes Equal to 1.00
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventSource is in z_DHammer_Group) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DamageEventType Not equal to DamageTypeSpell
Then - Actions
For each (Integer z_DHammer_Int[1]) from 1 to z_DHammer_Int[0], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DamageEventSource Equal to z_DHammer_Learner[z_DHammer_Int[1]]
Then - Actions
-------- DESTROY ALL --------
Unit Group - Remove z_DHammer_Learner[z_DHammer_Int[1]] from z_DHammer_Group
Unit - Remove Doomhammer (Damage) from z_DHammer_Learner[z_DHammer_Int[1]]
Special Effect - Destroy z_DHammer_SFX1[z_DHammer_Int[1]]
-------- DESTROY ALL --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
z_DHammer_Int[2] Equal to 0
Then - Actions
Trigger - Turn on Doomhammer Loop <gen>
Else - Actions
Set z_DHammer_Int[2] = (z_DHammer_Int[2] + 1)
Set z_DHammer_Int[3] = (z_DHammer_Int[3] + 1)
Set z_DHammer_Caster[z_DHammer_Int[3]] = z_DHammer_Learner[z_DHammer_Int[1]]
Set z_DHammer_Point[0] = (Position of z_DHammer_Caster[z_DHammer_Int[3]])
Unit - Create 1 Dummy (Global) for (Owner of z_DHammer_Caster[z_DHammer_Int[3]]) at z_DHammer_Point[0] facing Default building facing degrees
Set z_DHammer_Dummy[z_DHammer_Int[3]] = (Last created unit)
Unit - Add Doomhammer (Purge) to z_DHammer_Dummy[z_DHammer_Int[3]]
Unit - Set level of Doomhammer (Purge) for z_DHammer_Dummy[z_DHammer_Int[3]] to z_DHammer_L1[z_DHammer_Int[1]]
Unit - Order z_DHammer_Dummy[z_DHammer_Int[3]] to Orc Shaman - Purge DamageEventTarget
Set z_DHammer_CD_Max[z_DHammer_Int[3]] = (16.00 - (2.00 x (Real(z_DHammer_L1[z_DHammer_Int[1]]))))
Set z_DHammer_CD_Min[z_DHammer_Int[3]] = 0.00
Set z_DHammer_L2[z_DHammer_Int[3]] = z_DHammer_L1[z_DHammer_Int[1]]
I can't really see any glaring issues that could be causing this problem for you. So what exactly "stops working" after 2 minutes? Do none of the events fire? How many units are you creating? Maybe this system has a bug when it rebuilds the trigger, I will take a look into it.
Let's say 60+ units, in the show damage trigger, after 2 minutes only few units will show their damages, and for the Doomhammer Damage is not triggered same as the Element.
But another few minutes all trigger is working and after that it won't work again.
ok i just tryed a bit, bit for me already annoying the floating text, change it i think, make only 1 floating text/dmg and make a simple like only damage, since i tryed without lan or soemthing vs normal creeps dont ahve problem, but i think maybe coz too many unit in same place like 50 if each make 4 floating text then its 200 and since they hit back and reicive dmg its could be really a flooded area by floating texts,no?
[EDIT]
Nvm i also noticed the incredible lagg when i died even was 7 enemy around me and 5 angel,
U tryed turn of the weep dmg engine and try it again also t turn off the movement trigger from dmg engine?
Sorry if i missed something, but i cant understand - can this system check if damage dealt by spell(i mean non-trigger spells) or normal attack? And if yes than how?
I need to make 2 triggers:
First works with normal attacks.
Second with spells.
I implemented your system into my map to prevent abuse at passive spells like X% chance to cast Y without changing attack animation but I failed to use it right.
I just skimmed the thread maybe I overlooked it.
Old Trigger:
lucky strike
Events:
Unit - is attacked
Conditions:
Unit Type equal to Lizard
Actions:
Set chance = random integer 1 - 20
If all cond. etc
If - Conditions
chance <= 1
Then - Actions
Set a = attacking unit
Set p = pos of a
Unit - create dummy for owner of a
Unit - hide dummy
Unit - add 1 sec timer
Unit - order dummy to cast chain lightning
Custom script: call RemoveLocation(udg_p)
Else - Actions
New one:
lucky strike
Events:
Game - DamageEvent = 1
Conditions:
DamageEventSource = Lizard
Actions:
see above
Two problems, it only selects one specific unit (that's because of the Indexer, I guess) and it still doesn't work :|
Hey, on the first posts you guys were wordering when zero-damage could happen normally in-game. I didn't read all posts (9 pages) to check if someone already pointed this, but the fact is that when a Mountain King casts a Storm Bolt skill in someone, and let's say it causes 75 damage and stuns for 3 seconds, here is what damage detection picks:
Mountain King damaged <whatever> for 0.000 damage
Mountain King damaged <whatever> for 75.000 damage
and, exactly after 3 seconds:
Mountain King damaged <whatever> for 0.000 damage
This is really nice (=
EDIT: Thanks Bribe, I wasn't expecting this you gave me. xD
Update: the DmgEvTimer variable will be automatically created when you copy the trigger into your map. Previously, the user would have to create it themselves manually, after getting a syntax error when trying to save.
wow this is very well coded GREAT SYSTEM!!! you could have made it so that the text is shows as a game message or just as a number otherwise its hard to see anything if there are a lot of units fighting
maybe dont use DamageEvent becomes Equal to 2.00 only DamageEvent becomes Equal to 1.00
who got problem with system, about damage dont showing, i got 2 case when this happen
1. damage is negative, or when u triggered the damage or during set damage trigger
2. triggered damage is 0
so if somebody got problem then just try do this in begning of the set dmg trigger
if DamageEventAmount <= 0 then
set DamageEventAmount = 0.1
endif
3. put this to event
DamageEvent becomes Equal to 2.00
so its mean if i want do a system for keep track the damage dealt on boss via hash then it is dont make any noticeable slow down coz its enough fast the save/load to/from hashtable, right?
still idk how to make something like timer for reset the boss damage table if boss dont got damage since long, without make alot timer
if i thought i make a timer for boss, but idk i can restart the timer without bug if it is running? so its mean udg_timer[cv] restart if he get attack, also idk if dont make complication if in short time i restart alot times this timer because maybe will be laggy, idk i have no ideea about timer memory/cpu usage
How will you know if the damage dealt is a magic type or a chaos type?
It's still not enough to cause lag. For the issue with the boss timer please make a post in the triggers and scripts forum as this is not the right place
function Trig_Blizzard_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A008'
endfunction
function BlizzardTimer takes nothing returns nothing
local timer t = GetExpiredTimer()
local integer id = GetHandleId(t)
local unit u = LoadUnitHandle(udg_Channel_Table, id, 1)
local integer cv = GetUnitUserData(u)
local unit pu
local real x = udg_Channel_X[cv]
local real y = udg_Channel_Y[cv]
local real mana = GetUnitState(u, UNIT_STATE_MANA)
local integer i = 0
set udg_Channel_Dur[cv] = udg_Channel_Dur[cv] + 1
if mana >= udg_Channel_ManaCost[cv] and udg_Channel_Boolean[cv] then
set udg_Channel_Count[cv] = udg_Channel_Count[cv] + 1
call SetUnitState (u, UNIT_STATE_MANA, (mana - udg_Channel_ManaCost[cv]))
loop
exitwhen i > 15
call DestroyEffect(AddSpecialEffect ("Abilities\\Spells\\Human\\Blizzard\\BlizzardTarget.mdl", x + 250 * Cos(GetRandomReal(0, 360.00) * bj_DEGTORAD) , y + 250 * Sin(GetRandomReal(0, 360.00) * bj_DEGTORAD)))
set i = i + 1
endloop
endif
if udg_Channel_Dur[cv] > 1 then
set udg_Channel_Count[cv] = udg_Channel_Count[cv] - 1
call GroupEnumUnitsInRange(udg_UG, x, y, 300.00, null)
loop
set pu = FirstOfGroup(udg_UG)
exitwhen (pu==null)
if IsUnitEnemy(pu, GetOwningPlayer(u)) then
call AddUnitBuff (pu, 37, -200, 5, -1, "overhead")
set udg_DamageEventType = 2
call UnitDamageTarget(u, pu, udg_Channel_Dmg[cv], true, false, ATTACK_TYPE_HERO, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_WHOKNOWS)
endif
call GroupRemoveUnit(udg_UG, pu)
endloop
endif
if udg_Channel_Count[cv] == 0 then
call PauseTimer(t)
call DestroyTimer(t)
call FlushChildHashtable(udg_Channel_Table, id)
if udg_Channel_CasterSF[cv] != null then
call IssueImmediateOrder( u, "stop" )
call DestroyEffect(udg_Channel_CasterSF[cv])
endif
else
call TimerStart(t, 1, false, function BlizzardTimer)
endif
set t = null
set u = null
set pu = null
endfunction
function Trig_Blizzard_Actions takes nothing returns nothing
local unit u = GetTriggerUnit()
local real x = GetSpellTargetX()
local real y = GetSpellTargetY()
local real radius = 300.00
local timer t = CreateTimer()
local integer id = GetHandleId(t)
local integer cv = GetUnitUserData(u)
local integer alv = GetUnitAbilityLevel(u, 'A008')
local real dmg = alv * udg_TotalSpellPower[GetPlayerId(GetTriggerPlayer())+1] / 5 + udg_TotalSpellPower[GetPlayerId(GetTriggerPlayer())+1] +1
set udg_Channel_Boolean[cv] = true
set udg_Channel_X[cv] = x
set udg_Channel_Y[cv] = y
set udg_Channel_ManaCost[cv] = 10
set udg_Channel_Dmg[cv] = dmg
if GetUnitState(u, UNIT_STATE_MANA) >= 10 then
set udg_Channel_Count[cv] = 0
set udg_Channel_Dur[cv] = 0
call SaveUnitHandle(udg_Channel_Table, id, 1, u)
call TimerStart(t, 0.5, false, function BlizzardTimer)
set udg_Channel_CasterSF[cv] = AddSpecialEffectTarget("Abilities\\Spells\\Other\\Drain\\ManaDrainTarget.mdl", u, "origin")
endif
set t = null
set u = null
endfunction
//===========================================================================
function InitTrig_Blizzard takes nothing returns nothing
set gg_trg_Blizzard = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Blizzard, EVENT_PLAYER_UNIT_SPELL_CAST )
call TriggerAddCondition( gg_trg_Blizzard, Condition( function Trig_Blizzard_Conditions ) )
call TriggerAddAction( gg_trg_Blizzard, function Trig_Blizzard_Actions )
endfunction
i think u can do a simple if in set damage trigger where u just check the damageeventtype value
i dont understand :/
what u want do? because search a unit need simple pick all unit, that dont need damage detection because for heal you dont need damage, tell more about what u want or draw it (i am not good in english so maybe that too because i dont understanded what u want to do)
function Trig_Blizzard_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A008'
endfunction
function BlizzardTimer takes nothing returns nothing
local timer t = GetExpiredTimer()
local integer id = GetHandleId(t)
local unit u = LoadUnitHandle(udg_Channel_Table, id, 1)
local integer cv = GetUnitUserData(u)
local unit pu
local real x = udg_Channel_X[cv]
local real y = udg_Channel_Y[cv]
local real mana = GetUnitState(u, UNIT_STATE_MANA)
local integer i = 0
set udg_Channel_Dur[cv] = udg_Channel_Dur[cv] + 1
if mana >= udg_Channel_ManaCost[cv] and udg_Channel_Boolean[cv] then
set udg_Channel_Count[cv] = udg_Channel_Count[cv] + 1
call SetUnitState (u, UNIT_STATE_MANA, (mana - udg_Channel_ManaCost[cv]))
loop
exitwhen i > 15
call DestroyEffect(AddSpecialEffect ("Abilities\\Spells\\Human\\Blizzard\\BlizzardTarget.mdl", x + 250 * Cos(GetRandomReal(0, 360.00) * bj_DEGTORAD) , y + 250 * Sin(GetRandomReal(0, 360.00) * bj_DEGTORAD)))
set i = i + 1
endloop
endif
if udg_Channel_Dur[cv] > 1 then
set udg_Channel_Count[cv] = udg_Channel_Count[cv] - 1
call GroupEnumUnitsInRange(udg_UG, x, y, 300.00, null)
loop
set pu = FirstOfGroup(udg_UG)
exitwhen (pu==null)
if IsUnitEnemy(pu, GetOwningPlayer(u)) then
call AddUnitBuff (pu, 37, -200, 5, -1, "overhead")
set udg_DamageEventType = 2
call UnitDamageTarget(u, pu, udg_Channel_Dmg[cv], true, false, ATTACK_TYPE_HERO, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_WHOKNOWS)
endif
call GroupRemoveUnit(udg_UG, pu)
endloop
endif
if udg_Channel_Count[cv] == 0 then
call PauseTimer(t)
call DestroyTimer(t)
call FlushChildHashtable(udg_Channel_Table, id)
if udg_Channel_CasterSF[cv] != null then
call IssueImmediateOrder( u, "stop" )
call DestroyEffect(udg_Channel_CasterSF[cv])
endif
else
call TimerStart(t, 1, false, function BlizzardTimer)
endif
set t = null
set u = null
set pu = null
endfunction
function Trig_Blizzard_Actions takes nothing returns nothing
local unit u = GetTriggerUnit()
local real x = GetSpellTargetX()
local real y = GetSpellTargetY()
local real radius = 300.00
local timer t = CreateTimer()
local integer id = GetHandleId(t)
local integer cv = GetUnitUserData(u)
local integer alv = GetUnitAbilityLevel(u, 'A008')
local real dmg = alv * udg_TotalSpellPower[GetPlayerId(GetTriggerPlayer())+1] / 5 + udg_TotalSpellPower[GetPlayerId(GetTriggerPlayer())+1] +1
set udg_Channel_Boolean[cv] = true
set udg_Channel_X[cv] = x
set udg_Channel_Y[cv] = y
set udg_Channel_ManaCost[cv] = 10
set udg_Channel_Dmg[cv] = dmg
if GetUnitState(u, UNIT_STATE_MANA) >= 10 then
set udg_Channel_Count[cv] = 0
set udg_Channel_Dur[cv] = 0
call SaveUnitHandle(udg_Channel_Table, id, 1, u)
call TimerStart(t, 0.5, false, function BlizzardTimer)
set udg_Channel_CasterSF[cv] = AddSpecialEffectTarget("Abilities\\Spells\\Other\\Drain\\ManaDrainTarget.mdl", u, "origin")
endif
set t = null
set u = null
endfunction
//===========================================================================
function InitTrig_Blizzard takes nothing returns nothing
set gg_trg_Blizzard = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Blizzard, EVENT_PLAYER_UNIT_SPELL_CAST )
call TriggerAddCondition( gg_trg_Blizzard, Condition( function Trig_Blizzard_Conditions ) )
call TriggerAddAction( gg_trg_Blizzard, function Trig_Blizzard_Actions )
endfunction
i think u can do a simple if in set damage trigger where u just check the damageeventtype value
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DamageEventType Equal to 1
Then - Actions
Set DamageEventAmount = (DamageEventAmount x 4.00)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DamageEventType Equal to 2
Then - Actions
Set DamageEventAmount = (DamageEventAmount x 0.50)
Else - Actions
Floating Text - Create floating text that reads ((String((Integer(DamageEventAmount)))) + <Empty String>) above DamageEventTarget with Z offset 50.00, using font size 13.00, color (100.00%, 100.00%, 10.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 75.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.50 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.40 seconds
if u want complicate it more than my advice use global variables and make defence system
in my map if DamageEventType = 0 (if 1 then also but if 1 then its can be critical, because i use 1 for reflect back damage ) then it is physical damage and calculate phyisical damage, if 2 on my map then magical damage and i show this part from my set damage trigger
JASS:
//tcv=DamageEventTarget - Unit Custom Value
//udg_Global_Pdef/udg_Global_Mdef is 2 variable array, i increase or decrease it when i pick a item, example if i pick armor then increase with 1000 the pdef and 200 the mdef if it is heavy armor
set pdef = udg_Global_Pdef[tcv] + pdefb
set mdef = udg_Global_Mdef[tcv] + mdefb
//i make if for avoid the problems when unit have negative defence
if mdef < 0 then
set mdef = 0
endif
if pdef < 0 then
set pdef = 0
endif
//this damage reduction part depend on unit defence
//next 2 variable is array for calculate the the damage reduction/def, attackerlv = DamageEventSource level,dmgtype=DamageEventType
set PhysicalRed = pdef / ( 40.00 * attackerlv + pdef + 25.00 )
set MagicRed = mdef / ( 40.00 * attackerlv + mdef + 25.00 )
//so example if u got 7000 magic defence, lets say it is 45% damage reduction with this formula, then MagicRed = 0.45, so the final damage is dmg = dmg * 0.55
if dmgtype > 1 then
set dmg = dmg * ( 1 - MagicRed )
else
set dmg = dmg * ( 1 - PhysicalRed )
endif
The one I'm using in Naval Battle only uses 1 global variable and 2 triggers, but only damage on heroes. PlayerBoat[12] in this map. And unit custom value as counter. However it was only designed to show the damage taken during a second, not from each single attack. Prevents lots of overlapping damage texts. Also shows healing amount in the same trigger if its using a healing spell. For RPG, hero and AoS maps.
Damage Display System
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
For each (Integer A) from 3 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(PlayerBoat[(Integer A)] is alive) Equal to True
PlayerBoat[(Integer A)] Not equal to No unit
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of PlayerBoat[(Integer A)]) Greater than (Integer((Life of PlayerBoat[(Integer A)])))
Then - Actions
Set Damage = ((Custom value of PlayerBoat[(Integer A)]) - (Integer((Life of PlayerBoat[(Integer A)]))))
Floating Text - Create floating text that reads (- + (String(Damage))) above PlayerBoat[(Integer A)] with Z offset 0.00, using font size 9.00, color (100.00%, 8.00%, 8.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 48.00 towards 270.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the fading age of (Last created floating text) to 1.30 seconds
Floating Text - Change the lifespan of (Last created floating text) to 1.60 seconds
Unit - Set the custom value of PlayerBoat[(Integer A)] to (Integer((Life of PlayerBoat[(Integer A)])))
Set Damage = 0
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of PlayerBoat[(Integer A)]) Less than ((Integer((Life of PlayerBoat[(Integer A)]))) - 9)
Then - Actions
Set Damage = ((Integer((Life of PlayerBoat[(Integer A)]))) - (Custom value of PlayerBoat[(Integer A)]))
Set TempPoint1 = (Position of PlayerBoat[(Integer A)])
Floating Text - Create floating text that reads (+ + (String(Damage))) above PlayerBoat[(Integer A)] with Z offset 0.00, using font size 9.00, color (20.00%, 80.00%, 20.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 48.00 towards 270.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the fading age of (Last created floating text) to 1.30 seconds
Floating Text - Change the lifespan of (Last created floating text) to 1.60 seconds
Unit - Set the custom value of PlayerBoat[(Integer A)] to (Integer((Life of PlayerBoat[(Integer A)])))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(PlayerBoat[(Integer A)] is alive) Equal to True
PlayerBoat[(Integer A)] Not equal to No unit
Then - Actions
Unit - Set the custom value of PlayerBoat[(Integer A)] to (Integer((Life of PlayerBoat[(Integer A)])))
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(PlayerBoat[(Integer A)] is alive) Equal to True
PlayerBoat[(Integer A)] Not equal to No unit
(Custom value of PlayerBoat[(Integer A)]) Less than (Integer((Life of PlayerBoat[(Integer A)])))
Then - Actions
Unit - Set the custom value of PlayerBoat[(Integer A)] to (Integer((Life of PlayerBoat[(Integer A)])))
Else - Actions
Death Trigger
Death Damage Display
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Floating Text - Create floating text that reads (- + (String((Custom value of (Triggering unit))))) above PlayerBoat[(Player number of (Owner of (Triggering unit)))] with Z offset 0.00, using font size 12.00, color (100.00%, 8.00%, 8.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 30.00 towards 270.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the fading age of (Last created floating text) to 1.30 seconds
Floating Text - Change the lifespan of (Last created floating text) to 2.20 seconds
Unit - Set Custom unit value of (Triggering unit) to 0
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