I dont know what happened... i was trying to use damage engine to make a make-shift charge that teleports the attacker to the unit with damage but the damage engine doesnt even detect it. As far as i can tell, i only made one change, putting a debug trigger before where it sets the variables and that doesnt show when i use the spell on an enemy.
My damage engine (bribe's)
My trigger that runs at 0 damage
My damage engine (bribe's)
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Damage Engine
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Events
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Game - UnitIndexEvent becomes Equal to 1.00
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Game - UnitIndexEvent becomes Equal to 2.00
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Conditions
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Actions
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-------- Copy the Cheat Death Ability from Object Editor into your map and set the following variable respectively: --------
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Set DamageBlockingAbility = Cheat Death Ability (+500,000)
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-------- - --------
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Set DamageTypeSpell = 1
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Set DamageTypeDOT = 2
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Set DamageTypeRanged = 3
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-------- - --------
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Custom script: call ExecuteFunc("InitDamageEvent")
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Custom script: endfunction
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Custom script:
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Custom script: function DmgEvFilter takes nothing returns boolean
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-------- - --------
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-------- The next conditions let you filter out unwanted units. By default, units with Locust will not pass the check. --------
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-------- - --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(TempUnit is A structure) Equal to False
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Then - Actions
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Custom script: return true
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Else - Actions
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Custom script: return false
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Custom script: endfunction
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Custom script:
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Custom script: function DmgEvRemoveAbilities takes nothing returns nothing
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Custom script: local real r
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Custom script: loop
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Set DmgEvN = (DmgEvN - 1)
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Custom script: set r = GetWidgetLife(udg_DmgEvStack[udg_DmgEvN])
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Unit - Remove DamageBlockingAbility from DmgEvStack[DmgEvN]
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Custom script: call SetWidgetLife(udg_DmgEvStack[udg_DmgEvN], r)
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Set DmgEvStack[DmgEvN] = No unit
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Custom script: exitwhen udg_DmgEvN == 0
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Custom script: endloop
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Custom script: endfunction
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Custom script:
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Custom script: function DmgEvSetVars takes nothing returns nothing
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Game - Display to (All players) the text: fffffffffffffffff
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Set DamageEventAmount = (Damage taken)
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Set DamageEventSource = (Damage source)
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Set DamageEventTarget = (Triggering unit)
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Set DamageType = Unknown
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Custom script: endfunction
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Custom script:
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Custom script: function FireDmgEv takes nothing returns nothing
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Custom script: local boolean b = GetUnitAbilityLevel(udg_DamageEventTarget, udg_DamageBlockingAbility) > 0
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Custom script: local real life = 0
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Custom script: local real pain = 0
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Custom script: if b then
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Custom script: set life = GetWidgetLife(udg_DamageEventTarget)
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Unit - Remove DamageBlockingAbility from DamageEventTarget
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Custom script: call SetWidgetLife(udg_DamageEventTarget, life)
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Custom script: set pain = GetWidgetLife(udg_DamageEventTarget)
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Custom script: endif
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Set DamageEventPrevAmt = DamageEventAmount
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Set DamageEventExplodesUnit = False
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Set DamageEventOverride = False
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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DamageEventAmount Equal to 0.00
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Then - Actions
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Set DamageEvent = 2.00
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Else - Actions
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Set DamageModifierEvent = 1.00
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Set DamageEvent = 1.00
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Custom script: if b then
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Unit - Add DamageBlockingAbility to DamageEventTarget
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Custom script: call SetWidgetLife(udg_DamageEventTarget, life + GetWidgetLife(udg_DamageEventTarget) - pain)
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Custom script: endif
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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DamageEventAmount Not equal to DamageEventPrevAmt
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Then - Actions
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Set DmgEvLife = ((Life of DamageEventTarget) + (DamageEventPrevAmt - DamageEventAmount))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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DamageEventAmount Greater than DamageEventPrevAmt
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Then - Actions
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Unit - Set life of DamageEventTarget to (Max(0.41, DmgEvLife))
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Custom script: if udg_DmgEvLife <= .405 then
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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DamageEventExplodesUnit Equal to True
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Then - Actions
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Unit - Make DamageEventTarget Explode on death
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Else - Actions
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Trigger - Turn off DamageEventTrigger
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Custom script: call UnitDamageTarget(udg_DamageEventSource, udg_DamageEventTarget, 999, false, false, null, null, null)
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Trigger - Turn on DamageEventTrigger
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Custom script: endif
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Max life of DamageEventTarget) Less than DmgEvLife
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Then - Actions
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Unit - Add DamageBlockingAbility to DamageEventTarget
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Set DmgEvStack[DmgEvN] = DamageEventTarget
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Set DmgEvN = (DmgEvN + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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DmgEvN Equal to 1
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Then - Actions
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Custom script: call TimerStart(udg_DmgEvTimer, 0, false, function DmgEvRemoveAbilities)
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Else - Actions
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Else - Actions
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Unit - Set life of DamageEventTarget to DmgEvLife
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Else - Actions
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Custom script: endfunction
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Custom script:
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Custom script: function FireRecursiveDmgEv takes nothing returns nothing
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Custom script: local real d = udg_DamageEventAmount
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Custom script: local unit s = udg_DamageEventSource
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Custom script: local unit t = udg_DamageEventTarget
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Custom script: local integer ptype = udg_DmgTypPrev
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Custom script: local boolean explode = udg_DamageEventExplodesUnit
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Custom script: local boolean override = udg_DamageEventOverride
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Custom script: local real prev = udg_DamageEventPrevAmt
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Custom script: call DmgEvSetVars()
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Custom script: if udg_DamageEventTarget != t or udg_DamageEventSource != s or udg_DamageEventAmount != d or udg_DamageEventType != ptype then
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Set DamageEvent = 0.00
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Set DamageModifierEvent = 0.00
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Custom script: call FireDmgEv()
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-------- - --------
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-------- Delete the next three lines to disable the in-game recursion crash warnings --------
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-------- - --------
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Custom script: else
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Cinematic - Clear the screen of text messages for (All players)
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Game - Display to (All players) for 999.00 seconds the text: WARNING: Recursion ...
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-------- - --------
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Custom script: endif
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Custom script: set udg_DamageEventOverride = override
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Custom script: set udg_DamageEventExplodesUnit = explode
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Custom script: set udg_DamageEventPrevAmt = prev
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Custom script: set udg_DmgTypPrev = ptype
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Custom script: set udg_DamageEventAmount = d
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Custom script: set udg_DamageEventSource = s
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Custom script: set udg_DamageEventTarget = t
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Custom script: set s = null
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Custom script: set t = null
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Custom script: endfunction
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Custom script:
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Custom script: function OnDmgEv takes nothing returns boolean
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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DamageEvent Equal to 0.00
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Then - Actions
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Set DmgTypPrev = DamageEventType
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Custom script: call DmgEvSetVars()
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Custom script: call FireDmgEv()
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Set DamageModifierEvent = 0.00
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Set DamageEvent = 0.00
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Set DamageEventType = 0
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Else - Actions
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Custom script: call FireRecursiveDmgEv()
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Custom script: return false
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Custom script: endfunction
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Custom script:
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Custom script: function CreateDmgEv takes nothing returns nothing
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Custom script: set udg_DamageEventTrigger = CreateTrigger()
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Custom script: call TriggerAddCondition(udg_DamageEventTrigger, Filter(function OnDmgEv))
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Custom script: endfunction
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Custom script:
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Custom script: function SetupDmgEv takes nothing returns boolean
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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UnitIndexEvent Equal to 1.00
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Then - Actions
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Set TempUnit = UDexUnits[UDex]
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Custom script: if GetUnitAbilityLevel(udg_TempUnit, 'Aloc') == 0 and DmgEvFilter() then
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Set UnitDamageRegistered[UDex] = True
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Trigger - Add to DamageEventTrigger the event (Unit - TempUnit Takes damage)
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Custom script: endif
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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UnitDamageRegistered[UDex] Equal to True
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Then - Actions
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Set UnitDamageRegistered[UDex] = False
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Set DamageEventsWasted = (DamageEventsWasted + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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DamageEventsWasted Equal to 15
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Then - Actions
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Set DamageEventsWasted = 0
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Custom script: call DestroyTrigger(udg_DamageEventTrigger)
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Custom script: call CreateDmgEv()
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Set UDex = UDexNext[0]
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Custom script: loop
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Custom script: exitwhen udg_UDex == 0
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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UnitDamageRegistered[UDex] Equal to True
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Then - Actions
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Trigger - Add to DamageEventTrigger the event (Unit - UDexUnits[UDex] Takes damage)
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Else - Actions
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Set UDex = UDexNext[UDex]
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Custom script: endloop
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Else - Actions
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Else - Actions
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Custom script: return false
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Custom script: endfunction
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Custom script:
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Custom script: function InitDamageEvent takes nothing returns nothing
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Custom script: call CreateDmgEv()
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Custom script: call TriggerAddCondition(GetTriggeringTrigger(), Filter(function SetupDmgEv))
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Set UnitIndexerEnabled = False
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Custom script: set udg_TempUnit = CreateUnit(Player(15), 'uloc', 0, 0, 0)
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Set UnitIndexerEnabled = True
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Unit - Add DamageBlockingAbility to TempUnit
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Unit - Remove TempUnit from the game
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Trigger - Run (This trigger) (checking conditions)
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Set Damage Copy
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Events
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Game - DamageEvent becomes Equal to 2.00
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Conditions
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Actions
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Custom script: local unit u = udg_DamageEventSource
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(DamageEventTarget has buff Stunned (Pause) (Charging Strike)) Equal to True
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Then - Actions
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Set TempLoc = (Position of DamageEventTarget)
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Set DamageEventAmount = (((Real((Strength of DamageEventSource (Include bonuses)))) x 3.00) x (Real((Level of Charging Strike (|cffffcc00C|r) for DamageEventSource))))
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Unit - Move DamageEventSource instantly to TempLoc
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Custom script: call RemoveLocation(udg_TempLoc)
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Else - Actions
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Game - Display to (All players) the text: g
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