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This system can be used to check damage for each player in a fight
Features:
Total Damage from each player not per unit
Show Damage of each player to all players to participate in the fight
Work on single Target (Boss) and on fights with multiple units like Adds that spawn mid fight
This system is mainly for RPG maps which have many Boss fights.
Triggers:
1-Single Target
DPF Start
DPF Start
Events
Game - DamageModifierEvent becomes Equal to 1.00
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of DamageEventTarget) Equal to DPS Dummy
(Unit-type of DamageEventTarget) Equal to Rifleman
(DamageEventTarget is in DPF_TargetGroup) Equal to False
Actions
Set DPF_IndexSingle = (DPF_IndexSingle + 1)
Set DPF_TargetSingle[DPF_IndexSingle] = DamageEventTarget
-------- Change (OR) Condition Above --------
Unit Group - Add DamageEventTarget to DPF_TargetGroup
Set DPF_TargetPoint = (Position of DamageEventTarget)
-------- Range can be changed --------
Set DPF_Range = 600.00
Set DPF_Group[(Custom value of DamageEventTarget)] = (Units within DPF_Range of DPF_TargetPoint matching (((Matching unit) belongs to an enemy of (Owner of DamageEventTarget)) Equal to True))
Set DPF_TargetHealth[(Custom value of DamageEventTarget)] = (Life of DamageEventTarget)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DPF_IndexSingle Equal to 1
Then - Actions
Trigger - Turn on DPF Damage <gen>
Trigger - Turn on DPF CheckEnd <gen>
Else - Actions
DPF Damage
DPF Damage
Events
Game - AfterDamageEvent becomes Equal to 1.00
Conditions
(DamageEventTarget is in DPF_TargetGroup) Equal to True
(DamageEventTarget is in DPF_DamageGroup[(Custom value of DamageEventTarget)]) Equal to False
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget is alive) Equal to True
Then - Actions
Set DPF_TargetHealth[(Custom value of DamageEventTarget)] = (Life of DamageEventTarget)
Set DPF_UnitDamage[(Player number of (Owner of DamageEventSource))] = (DPF_UnitDamage[(Player number of (Owner of DamageEventSource))] + DamageEventAmount)
Set DPF_TotalDamage[(Custom value of DamageEventTarget)] = (DPF_TotalDamage[(Custom value of DamageEventTarget)] + DamageEventAmount)
Else - Actions
Set DPF_UnitDamage[(Player number of (Owner of DamageEventSource))] = (DPF_UnitDamage[(Player number of (Owner of DamageEventSource))] + DPF_TargetHealth[(Custom value of DamageEventTarget)])
Set DPF_TotalDamage[(Custom value of DamageEventTarget)] = (DPF_TotalDamage[(Custom value of DamageEventTarget)] + DPF_TargetHealth[(Custom value of DamageEventTarget)])
DPF CheckEnd
DPF CheckEnd
Events
Time - Every 0.20 seconds of game time
Conditions
Actions
For each (Integer DPF_LoopSingle) from 1 to DPF_IndexSingle, do (Actions)
Loop - Actions
Set DPF_Range = 1000.00
Set DPF_TargetPoint = (Position of DPF_TargetSingle[DPF_LoopSingle])
Set DPF_AllyGroup = (Units within DPF_Range of DPF_TargetPoint matching ((((Matching unit) belongs to an enemy of (Owner of DPF_TargetSingle[DPF_LoopSingle])) Equal to True) and (((Matching unit) is alive) Equal to True)))
Unit Group - Pick every unit in DPF_AllyGroup and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is in DPF_Group[(Custom value of DPF_TargetSingle[DPF_LoopSingle])]) Equal to False
Then - Actions
Unit Group - Add (Picked unit) to DPF_Group[(Custom value of DPF_TargetSingle[DPF_LoopSingle])]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Number of units in DPF_AllyGroup) Equal to 0
(DPF_TargetSingle[DPF_LoopSingle] is alive) Equal to False
Then - Actions
Unit Group - Remove DPF_TargetSingle[DPF_LoopSingle] from DPF_TargetGroup
Unit Group - Pick every unit in DPF_Group[(Custom value of DPF_TargetSingle[DPF_LoopSingle])] and do (Actions)
Loop - Actions
Set DPF_Index = (DPF_Index + 1)
Set DPF_UnitDPS[DPF_Index] = 0.00
Set DPF_Player[DPF_Index] = (Owner of (Picked unit))
Set DPF_UnitDPS[DPF_Index] = ((DPF_UnitDamage[(Player number of (Owner of (Picked unit)))] / DPF_TotalDamage[(Custom value of DPF_TargetSingle[DPF_LoopSingle])]) x 100.00)
Set DPF_DamageInteger[DPF_Index] = (Integer(DPF_UnitDamage[(Player number of (Owner of (Picked unit)))]))
Set DPF_UnitDamage[(Player number of (Owner of (Picked unit)))] = 0.00
Player Group - Add DPF_Player[DPF_Index] to DPF_PlayerGroup
Game - Display to DPF_PlayerGroup for 120.00 seconds the text: (-------------------- + ((Total Damage : + (String((Integer(DPF_TotalDamage[(Custom value of DPF_TargetSingle[DPF_LoopSingle])]))))) + --------------------))
Game - Display to DPF_PlayerGroup for 120.00 seconds the text: ...
For each (Integer DPF_Loop) from 1 to DPF_Index, do (Actions)
Loop - Actions
Game - Display to DPF_PlayerGroup for 120.00 seconds the text: ((( + (Name of DPF_Player[DPF_Loop])) + -- ) + (((String(DPF_DamageInteger[DPF_Loop])) + ) + ((String(DPF_UnitDPS[DPF_Loop])) + %)))
Game - Display to DPF_PlayerGroup for 120.00 seconds the text: ...
Game - Display to DPF_PlayerGroup for 120.00 seconds the text: -------------------...
For each (Integer DPF_Loop) from 1 to DPF_Index, do (Actions)
Loop - Actions
Unit Group - Pick every unit in DPF_Group[(Custom value of DPF_TargetSingle[DPF_LoopSingle])] and do (Actions)
Loop - Actions
Set DPF_DamageInteger[DPF_Loop] = 0
Player Group - Remove DPF_Player[DPF_Loop] from DPF_PlayerGroup
(Unit-type of DamageEventTarget) Equal to DPS Dummy
(Unit-type of DamageEventTarget) Equal to Rifleman
(DamageEventTarget is in DPF_TargetGroup) Equal to False
Actions
-------- Change (OR) Condition Above --------
Unit Group - Add DamageEventTarget to DPF_TargetGroup
Set DPF_IndexArea = (DPF_IndexArea + 1)
Set DPF_TargetArea[DPF_IndexArea] = DamageEventTarget
-------- ----------------------- --------
-------- Range can be changed --------
Set DPF_Range = 1200.00
Set DPF_TargetPoint = (Position of DamageEventTarget)
Set DPF_Group[(Custom value of DamageEventTarget)] = (Units within DPF_Range of DPF_TargetPoint matching (((Matching unit) belongs to an enemy of (Owner of DamageEventTarget)) Equal to True))
Set DPF_DamageGroup[(Custom value of DamageEventTarget)] = (Units owned by (Owner of DamageEventTarget) matching ((Matching unit) Equal to DamageEventTarget))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DPF_IndexArea Equal to 1
Then - Actions
Trigger - Turn on DPF Target Health <gen>
Trigger - Turn on DPF Damage Area <gen>
Trigger - Turn on DPF CheckEnd Area <gen>
Else - Actions
DPF Target Health
DPF Target Health
Events
Game - DamageModifierEvent becomes Equal to 1.00
Conditions
Actions
Unit Group - Pick every unit in DPF_TargetGroup and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget is in DPF_DamageGroup[(Custom value of (Picked unit))]) Equal to True
Then - Actions
Set DPF_TargetHealthArea[(Custom value of DamageEventTarget)] = (Life of DamageEventTarget)
Else - Actions
DPF Damage Area
DPF Damage Area
Events
Game - AfterDamageEvent becomes Equal to 1.00
Conditions
Actions
Unit Group - Pick every unit in DPF_TargetGroup and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget is in DPF_DamageGroup[(Custom value of (Picked unit))]) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DamageEventTarget is alive) Equal to False
Then - Actions
Set DPF_UnitDamage[(Player number of (Owner of DamageEventSource))] = (DPF_UnitDamage[(Player number of (Owner of DamageEventSource))] + DPF_TargetHealthArea[(Custom value of DamageEventTarget)])
Set DPF_TotalDamage[(Custom value of (Picked unit))] = (DPF_TotalDamage[(Custom value of (Picked unit))] + DPF_TargetHealthArea[(Custom value of DamageEventTarget)])
Else - Actions
Set DPF_UnitDamage[(Player number of (Owner of DamageEventSource))] = (DPF_UnitDamage[(Player number of (Owner of DamageEventSource))] + DamageEventAmount)
Set DPF_TotalDamage[(Custom value of (Picked unit))] = (DPF_TotalDamage[(Custom value of (Picked unit))] + DamageEventAmount)
Else - Actions
DPF CheckEnd Area
DPF CheckEnd Area
Events
Time - Every 0.20 seconds of game time
Conditions
Actions
For each (Integer DPF_LoopArea) from 1 to DPF_IndexArea, do (Actions)
Loop - Actions
Set DPF_Range = 1200.00
Set DPF_TargetPoint = (Position of DPF_TargetArea[DPF_LoopArea])
Set DPF_EnemyGroup = (Units within DPF_Range of DPF_TargetPoint matching ((((Matching unit) belongs to an ally of (Owner of DPF_TargetArea[DPF_LoopArea])) Equal to True) and (((Matching unit) is alive) Equal to True)))
Unit Group - Pick every unit in DPF_EnemyGroup and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is in DPF_DamageGroup[(Custom value of DPF_TargetArea[DPF_LoopArea])]) Equal to False
Then - Actions
Unit Group - Add (Picked unit) to DPF_DamageGroup[(Custom value of DPF_TargetArea[DPF_LoopArea])]
Else - Actions
Set DPF_AllyGroup = (Units within DPF_Range of DPF_TargetPoint matching ((((Matching unit) belongs to an enemy of (Owner of DPF_TargetArea[DPF_LoopArea])) Equal to True) and (((Matching unit) is alive) Equal to True)))
Unit Group - Pick every unit in DPF_AllyGroup and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is in DPF_Group[(Custom value of DPF_TargetArea[DPF_LoopArea])]) Equal to False
Then - Actions
Unit Group - Add (Picked unit) to DPF_Group[(Custom value of DPF_TargetArea[DPF_LoopArea])]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Number of units in DPF_AllyGroup) Equal to 0
(DPF_TargetArea[DPF_LoopArea] is alive) Equal to False
Then - Actions
Unit Group - Remove DPF_TargetArea[DPF_LoopArea] from DPF_TargetGroup
Unit Group - Pick every unit in DPF_Group[(Custom value of DPF_TargetArea[DPF_LoopArea])] and do (Actions)
Loop - Actions
Set DPF_Index = (DPF_Index + 1)
Set DPF_UnitDPS[DPF_Index] = 0.00
Set DPF_Player[DPF_Index] = (Owner of (Picked unit))
Set DPF_UnitDPS[DPF_Index] = ((DPF_UnitDamage[(Player number of (Owner of (Picked unit)))] / DPF_TotalDamage[(Custom value of DPF_TargetArea[DPF_LoopArea])]) x 100.00)
Set DPF_DamageInteger[DPF_Index] = (Integer(DPF_UnitDamage[(Player number of (Owner of (Picked unit)))]))
Set DPF_UnitDamage[(Player number of (Owner of (Picked unit)))] = 0.00
Player Group - Add DPF_Player[DPF_Index] to DPF_PlayerGroup
Game - Display to DPF_PlayerGroup for 120.00 seconds the text: (-------------------- + ((Total Damage : + (String((Integer(DPF_TotalDamage[(Custom value of DPF_TargetArea[DPF_LoopArea])]))))) + --------------------))
Game - Display to DPF_PlayerGroup for 120.00 seconds the text: ...
For each (Integer DPF_Loop) from 1 to DPF_Index, do (Actions)
Loop - Actions
Game - Display to DPF_PlayerGroup for 120.00 seconds the text: ((( + (Name of DPF_Player[DPF_Loop])) + -- ) + (((String(DPF_DamageInteger[DPF_Loop])) + ) + ((String(DPF_UnitDPS[DPF_Loop])) + %)))
Game - Display to DPF_PlayerGroup for 120.00 seconds the text: ...
Game - Display to DPF_PlayerGroup for 120.00 seconds the text: -------------------...
For each (Integer DPF_Loop) from 1 to DPF_Index, do (Actions)
Loop - Actions
Unit Group - Pick every unit in DPF_Group[(Custom value of DPF_TargetArea[DPF_LoopArea])] and do (Actions)
Loop - Actions
Set DPF_DamageInteger[DPF_Loop] = 0
Player Group - Remove DPF_Player[DPF_Loop] from DPF_PlayerGroup
This is a wonderful system idea. However, the execution is rather underwhelming. Currently, it looks more like a template than a system. While the more experienced user can try to get into the triggers and customize the system themselves, less...
This is a wonderful system idea. However, the execution is rather underwhelming. Currently, it looks more like a template than a system. While the more experienced user can try to get into the triggers and customize the system themselves, less experienced ones will have much more trouble delving into what is allowed to be altered and what is not. To help you upon improving this system:
Make a separate trigger that serves as a configuration. The user does not need to know the inner workings of your system, but they need to be able to customize the system to their needs easily through this configuration.
Write a documentation (using comments inside the trigger, another through resource description) to guide the users on how they can customize the system to their needs and preferences.
Currently you have two separate system for Single Target Fight and Area Fight. I think it will be more compact if you can combine them and allow the user to switch between them. Perhaps using a boolean value as a toggle or integer value as a mode.
I do realize the author of this system is inactive at the moment, but should they come back and decide to make an update to this resource, please consider the points I have mentioned above. Until then,
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