Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Bribe's Also Offers this Option I think.
Bribe's system does not support it.
IDDS supports Damage Type detection, any damage which doesn't come from the system is considered as damage from attack, thus required all spells and abilities to be triggered.IDDS doesn't support DamageType Detection.
The ability makes all spells deal negative damage. No damage can deal negative damage but spells. This means that if the damage is negative, the damage came from a spell.
The damage can only come from code if some sort of flag is set from the code. If the code sets that flag and deals damage, the damage must have come from code.
If the damage was not negative and the flag from code was not set, the damage must have come from some sort of physical attack.
IDDS supports Damage Type detection, any damage which doesn't come from the system is considered as damage from attack, thus required all spells and abilities to be triggered.
Thats why it does not support Damage Type Detection.
Detecting triggered damage is trivial and can be done always and without this system.
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)
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.
//this means that the damage is attack, or an attack that hit harderen skin and was reduced to zero
DamageType Detection Support? how can you do that?There are much more things to consider. Please take a look how current DDS work.
Too much for system, i think two trigger with 5-7 simple line in GUI will be enough and work perfectly fine.
Really ?, try this: This is not MUI, just a map example. If you want it can detect damage poison to enemies or damage orb, ect..., i can do that even detect healing hit points to allies, ATTACK_TYPE and DAMAGE_TYPE (It's need a little help from vjass) too..
other than that, all i need is doing some simple line in GUI version !!..
You can download this map from attachment.
You didn't test it properly. You cant make a reliable system like that.
And thats not because your system isn't MUI and is leaking, the biggest problem is that it doesn't work properly.
Damage over time will be detected wrong, reflected damage will be detected wrong and damage coming from the same instance will be detected wrong. Good that you placed a Mountain King in the map. Try out his bash skill (25 Spell damage). Not detectable this way.
If a projectile flys long enough and you cast a spell in the meantime it will also be detected wrong. There are dozends of cases that break this method.
There is a reason why there are systems for this stuff![]()
Yeah, sorry, i'm wrong -.-!!.., i've learned some thing new ^^...
Looking for help has a JASS version if I remember well.
When you import vJASS (extension of JASS language which works only in JNGP) in normal WE there is bug that disable all the triggers.
Delete the vJASS triggers and re enable all the triggers.
Send me the map I will fix it for you.
Ok, here you go. Map is fixed and works with the normal Editor.
I also implemented the DDS to the map, so you can use it straight away.
^ Whoa, +rep for that. I didn't really know about those stuff. So does that mean in your DDS that if it's a melee bash, it'll detect it as magic damage too? and if it's a ranged bash, it'll detect it as physical?
^ Whoa, +rep for that. I didn't really know about those stuff. So does that mean in your DDS that if it's a melee bash, it'll detect it as magic damage too? and if it's a ranged bash, it'll detect it as physical?
About the bash: awesome knowledge, do you know more things that might be wierd for blizzard's abilities?
