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[Solved] Dectect pure damage, using Bribe’s Damage Engine [GUI]

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Level 3
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Mar 15, 2015
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As the title says, I need help with detecting Pure damage (Chaos+Universal), using Bribe’s system (pls in GUI :p) could someone help me I’d be very appreciated
 
Level 5
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Chaos+Universal? Isn't it Normal(anything physical)+Magic?.

Bribe's already tell us how to do something like this in his resources.

Well, first you need to register your pure damage. Since pure damage can be created only within trigger and you are using Bribe's damage engine, just do it like this :

- Set NextDamageType = DamageTypePure
- (your actions. e.g. Cause unit to deals damage..)
- Run ClearDamageEvent (checking conditions)​

Note : Absolutely you should configure it manually the DamageTypePure variables in Damage Engine config trigger.

EDIT :

After that, in your Trigger within Event 'DamageEvent equal to 1.00', you can use If-Then-Else actions to check it. I want to show you how but right now i'm using my phone, sorry.
 
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Level 3
Joined
Mar 15, 2015
Messages
53
Here is what I have done
  • Damage Pure
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set NextDamageType = DamageTypePure
      • Unit - Cause Damage Dummy 0040 <gen> to damage Damage Dummy 0040 <gen>, dealing 1.00 damage of attack type Chaos and damage type Universal
      • Trigger - Run ClearDamageEvent (checking conditions)
  • Dreadwave
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • IsDamageSpell Equal to False
      • DamageEventSource Equal to Dreadwave_unit
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DamageTypePure Not equal to DamageEventType
        • Then - Actions
          • Unit - Create 1 Wave Dummy for (Owner of Dreadwave_unit) at (Position of Dreadwave_unit) facing Default building facing degrees
          • Unit - Set level of Breath of Death for (Last created unit) to (Level of Dread Wave for Dreadwave_unit)
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Breath Of Fire (Position of DamageEventTarget)
        • Else - Actions
It still doesn't work though : (
Ive found this post on his DE: Damage Engine 3.8.0.0 but still cant figure it out
Would be great if you can show me some triggers example : D
 
Level 3
Joined
Mar 15, 2015
Messages
53
Oh hi Bribe
I am intended to create a passive that, every time the hero performs a normal physical attack, a dummy will cast Breath of Fire.
so I found out that if I dealt pure damage using another trigger/source it would still cast Breath of Fire, so I want to exclude the pure damage out as well, obviously condition: (IsDamageSpell Equal to False) isn't enough.
So far it still not working
Like when I use this item dummy will still cast BoF
  • Dysons Escutcheon
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • ((Item carried by DamageEventTarget of type Dyson's Escutcheon) is owned) Equal to True
      • IsDamageSpell Equal to False
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Cause DamageEventTarget to damage DamageEventSource, dealing ((Real((Strength of DamageEventTarget (Include bonuses)))) x 0.50) damage of attack type Chaos and damage type Universal
      • Special Effect - Create a special effect attached to the chest of DamageEventSource using Abilities\Spells\Undead\ReplenishHealth\ReplenishHealthCaster.mdl
      • Trigger - Run ClearDamageEvent (checking conditions)
      • Trigger - Turn on (This trigger)
 
Sounds like you should be using NextDamageType everywhere in your triggers which use Unit - Damage Target.

You can use the Object Manager tool (press F11) and you can use it to look up all instances of that action. Make sure each time you use it that you set NextDamageType to something (ie. DamageTypePure or something else) then you have all your angles covered.
Object Manager.png
 
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