Thats why it does not support Damage Type Detection.
Detecting triggered damage is trivial and can be done always and without this system.
Actually I understood his explenimation:
go editor -> abilities -> storm bolt damage
hit shift
set damage = -100
done.
go trigger -> create a new trigger
unit takes damage (this requires a sepcial method, ask if u dont know)
Condition (flag is active, ask if u dont understand)
set real = damage taken
if(real greater or equalls to 0){
//this means that the damage is attack, or an attack that hit harderen skin and was reduced to zero
}
else{
set flag = not working right now (this trigger, ask if you dont know)
cause damage sorce to deal [Real * -1] damage to trigger unit
//this will mean that the unit got healed instead of taking the damage and because of that you can detect the spell damage
}
This can work with many other ways but to make sure you understand me: this explain lacks some bug (what if the unit died and got removed and the damage over time still takes place? not having a damage sorce will crash the game)
Risks: There is no way to tell if a negetive damage deals 0 damage or heals, or how it works on 100% hp enemy or 1% which might crack this trigger.
Conclusion: this idea need more work for it and it will make the map editor to place negetive damage on each ability like orb of vemon and all other damaging abilities which will take a huge ammount of time, I try to point out that the idea is NOT EFFECTIVE - EVEN IF IT IS WORKING.
* Needs to prove that the system works.
* The system is too comlecated and there is no telling how the different spells work with it.
* The system force the map maker to work too hard in order to make each and any ability on Warcraft to fit it.
NOT RECOMMANDED (1/5)
Still recommanding having a dummy to cast spells for the Hero, this does not resolve how poison works, as poison will caunt as an attack and poison with manual cast would count as a spell.