Damage Type?

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Level 3
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Jun 18, 2016
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How can i Define that the damage is done by only attack and after damage done?

-I've try using the GDD Event Trigger but it will also count along as the spell's damage, what i wan't is only count the attack damage landed from Hero/Unit. Can anyone help me out?
 
Level 10
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Sep 16, 2016
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I don't know how to use Damage Engine Properly.... T.T
Do as the instruction to implement it (add-on as well)
  • JuxtaposeCreate
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • IsDamageSpell Equal to False
      • (Level of Juxtapose for DamageEventSource) Greater than or equal to 1
      • (DamageEventSource is an illusion) Equal to False
    • Actions
HOWEVER,
If you don't want to use such complicated thing (yes it really is, and lots of debug as well). You can detect it in another way (sorry I just remember this): trigger all spells with dummy causing damage, GDD will detect normal damage as physical. Along with order flag check, you can minimize undesired situations (Magnus hero template in my signature use this method, you can take a look.)
 
Level 3
Joined
Jun 18, 2016
Messages
68
Do as the instruction to implement it (add-on as well)
  • JuxtaposeCreate
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • IsDamageSpell Equal to False
      • (Level of Juxtapose for DamageEventSource) Greater than or equal to 1
      • (DamageEventSource is an illusion) Equal to False
    • Actions
HOWEVER,
If you don't want to use such complicated thing (yes it really is, and lots of debug as well). You can detect it in another way (sorry I just remember this): trigger all spells with dummy causing damage, GDD will detect normal damage as physical. Along with order flag check, you can minimize undesired situations (Magnus hero template in my signature use this method, you can take a look.)
well, i've done what you explained me, but my hero's ability still will count spell damage although the boolean isDamageSpell equal to false. why?
 
Level 10
Joined
Sep 16, 2016
Messages
269
Did you do as the "how to install" part in the link explained? The fact that the system detected spell damage might be due to you not copying the abilities and setting variables.
  • Damage Engine Config
  • Events
  • Conditions
  • (UDexUnits[UDex] is A structure) Equal to False
  • Actions
  • -------- - --------
  • -------- This trigger's conditions let you filter out units you don't want detection for. --------
  • -------- NOTE: By default, units with Locust will not pass the check. --------
  • -------- TIP: The unit is called UDexUnits[UDex] and its custom value is UDex --------
  • -------- - --------
  • -------- Copy the Cheat Death Ability from Object Editor into your map and set the following variable respectively: --------
  • -------- - --------
  • Set DamageBlockingAbility = Cheat Death Ability (+500,000)
  • -------- - --------
  • -------- Copy the Detect Spell Damage Ability from Object Editor into your map and set the following variable respectively: --------
  • -------- - --------
  • Set SpellDamageAbility = Detect Spell Damage
 
Level 3
Joined
Jun 18, 2016
Messages
68
Did you do as the "how to install" part in the link explained? The fact that the system detected spell damage might be due to you not copying the abilities and setting variables.
  • Damage Engine Config
  • Events
  • Conditions
  • (UDexUnits[UDex] is A structure) Equal to False
  • Actions
  • -------- - --------
  • -------- This trigger's conditions let you filter out units you don't want detection for. --------
  • -------- NOTE: By default, units with Locust will not pass the check. --------
  • -------- TIP: The unit is called UDexUnits[UDex] and its custom value is UDex --------
  • -------- - --------
  • -------- Copy the Cheat Death Ability from Object Editor into your map and set the following variable respectively: --------
  • -------- - --------
  • Set DamageBlockingAbility = Cheat Death Ability (+500,000)
  • -------- - --------
  • -------- Copy the Detect Spell Damage Ability from Object Editor into your map and set the following variable respectively: --------
  • -------- - --------
  • Set SpellDamageAbility = Detect Spell Damage
Oh my god! thank you so much +rep
 
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