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[General] Flat Bonus for Armor

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No it is not directly possible. You can indirectly do it by making armor increase toughness by 0% (no difference) and the triggering/using hardened skin to do the damage reduction but this is far from an easy task to do, especially if you want it to scale/change in response to certain things.

For this reason I would recommend using StarCraft II as this mechanic is supported by default (WC3 armor can be emulated with an appropriate armor formula defined for the unit type).
 
JASS:
library GetDamage requires Table
    globals
        private HandleTable tab
        private HandleTable damage
        //Set this to true if you want this system to get the attack damage of every unit of your map.
        //But be aware that this may lag.
        //If you let this to false then you will have to use the function Add(unit) to add a unit to this system.
        private constant boolean ALL_UNITS = false
        private constant integer DUMMY_ID = 'd000'
        private constant real ARMOR_CONSTANT = 0.06
    endglobals
    
    static if not ALL_UNITS then
        globals
            private group UNITS = CreateGroup()
        endglobals

        public function Add takes unit u returns nothing
            call GroupAddUnit( UNITS, u )
        endfunction
    endif
    
    public function GetDamage takes unit u returns integer
        return damage[u]
    endfunction
    
    public function GetArmor takes unit u returns real
        local real life = GetWidgetLife( u )
        local real life2
        local real x = GetUnitX( u )
        local real y = GetUnitY( u )
        local unit v = CreateUnit( Player(15), DUMMY_ID, x, y, 0 )
        local real test = 10
        if GetWidgetLife(u) > 200 then
            set test = 100
        endif
        call UnitDamageTarget( v, u, test, true, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL, null )
        set life2 = life - GetWidgetLife( u )
        call RemoveUnit( v )
        set v = null
        call SetWidgetLife( u, GetWidgetLife( u ) + life2 )
        if ( life2 > test ) then
            return (-1*(test - life2 ) ) / ( life2 * ARMOR_CONSTANT ) 
        else
            return ( test - life2 ) / ( life2 * ARMOR_CONSTANT )
        endif
    endfunction
    
    private struct Damage extends array
        unit attacker
        unit attacked
        trigger t
        thistype recycle
        static integer instanceCount
        static thistype recycleNext
        
        static method cond2 takes nothing returns boolean
            local thistype this
            if tab[GetEventDamageSource()] != 0 then
                set this = tab[GetEventDamageSource()]
                set damage[this.attacker] = R2I(GetEventDamage())
                call tab.flush(this.attacker)
                call DestroyTrigger(this.t)
                set this.attacker = null
                set this.attacked = null
                set this.t = null
                call this.destroy()
            endif
            return false
        endmethod
        
        static method cond takes nothing returns boolean
            local thistype this
            local boolean b = true
            static if not ALL_UNITS then
                if not IsUnitInGroup(GetAttacker(), UNITS) then
                    set b = false
                endif
            endif
            if b then
                if recycle == 0 then
                    set instanceCount = instanceCount + 1
                    set this = instanceCount
                else
                    set this = recycle
                    set recycle = recycle.recycleNext
                endif
                set this.attacker = GetAttacker()
                set this.attacked = GetTriggerUnit()
                set this.t = CreateTrigger()
                set tab[this.attacked] = this
                call TriggerRegisterUnitEvent( this.t, this.attacked, EVENT_UNIT_DAMAGED )
                call TriggerAddCondition( this.t, Condition( function thistype.cond2 ) )
            endif
            return false
        endmethod
        
        method destroy takes nothing returns nothing
            set recycleNext = recycle
            set recycle = this
        endmethod
        
        private static method onInit takes nothing returns nothing
            local trigger t = CreateTrigger()
            call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_ATTACKED )
            call TriggerAddCondition( t, Condition(function thistype.cond) )
            set tab = HandleTable.create()
            set damage = HandleTable.create()
            set instanceCount = 0
            set recycleNext = 0
            set t = null
        endmethod
    endstruct
endlibrary

Get Armor/Damage Library might work, credits to Malhorne.
 
JASS:
library GetDamage requires Table
    globals
        private HandleTable tab
        private HandleTable damage
        //Set this to true if you want this system to get the attack damage of every unit of your map.
        //But be aware that this may lag.
        //If you let this to false then you will have to use the function Add(unit) to add a unit to this system.
        private constant boolean ALL_UNITS = false
        private constant integer DUMMY_ID = 'd000'
        private constant real ARMOR_CONSTANT = 0.06
    endglobals
    
    static if not ALL_UNITS then
        globals
            private group UNITS = CreateGroup()
        endglobals

        public function Add takes unit u returns nothing
            call GroupAddUnit( UNITS, u )
        endfunction
    endif
    
    public function GetDamage takes unit u returns integer
        return damage[u]
    endfunction
    
    public function GetArmor takes unit u returns real
        local real life = GetWidgetLife( u )
        local real life2
        local real x = GetUnitX( u )
        local real y = GetUnitY( u )
        local unit v = CreateUnit( Player(15), DUMMY_ID, x, y, 0 )
        local real test = 10
        if GetWidgetLife(u) > 200 then
            set test = 100
        endif
        call UnitDamageTarget( v, u, test, true, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL, null )
        set life2 = life - GetWidgetLife( u )
        call RemoveUnit( v )
        set v = null
        call SetWidgetLife( u, GetWidgetLife( u ) + life2 )
        if ( life2 > test ) then
            return (-1*(test - life2 ) ) / ( life2 * ARMOR_CONSTANT ) 
        else
            return ( test - life2 ) / ( life2 * ARMOR_CONSTANT )
        endif
    endfunction
    
    private struct Damage extends array
        unit attacker
        unit attacked
        trigger t
        thistype recycle
        static integer instanceCount
        static thistype recycleNext
        
        static method cond2 takes nothing returns boolean
            local thistype this
            if tab[GetEventDamageSource()] != 0 then
                set this = tab[GetEventDamageSource()]
                set damage[this.attacker] = R2I(GetEventDamage())
                call tab.flush(this.attacker)
                call DestroyTrigger(this.t)
                set this.attacker = null
                set this.attacked = null
                set this.t = null
                call this.destroy()
            endif
            return false
        endmethod
        
        static method cond takes nothing returns boolean
            local thistype this
            local boolean b = true
            static if not ALL_UNITS then
                if not IsUnitInGroup(GetAttacker(), UNITS) then
                    set b = false
                endif
            endif
            if b then
                if recycle == 0 then
                    set instanceCount = instanceCount + 1
                    set this = instanceCount
                else
                    set this = recycle
                    set recycle = recycle.recycleNext
                endif
                set this.attacker = GetAttacker()
                set this.attacked = GetTriggerUnit()
                set this.t = CreateTrigger()
                set tab[this.attacked] = this
                call TriggerRegisterUnitEvent( this.t, this.attacked, EVENT_UNIT_DAMAGED )
                call TriggerAddCondition( this.t, Condition( function thistype.cond2 ) )
            endif
            return false
        endmethod
        
        method destroy takes nothing returns nothing
            set recycleNext = recycle
            set recycle = this
        endmethod
        
        private static method onInit takes nothing returns nothing
            local trigger t = CreateTrigger()
            call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_ATTACKED )
            call TriggerAddCondition( t, Condition(function thistype.cond) )
            set tab = HandleTable.create()
            set damage = HandleTable.create()
            set instanceCount = 0
            set recycleNext = 0
            set t = null
        endmethod
    endstruct
endlibrary

Get Armor/Damage Library might work, credits to Malhorne.

I'm jass retarded. But I just realized I have a DDS, is there any way to detect armor through a DDS and negate it and apply the deduction through triggers, i.e.

Damage ignores armor, or armor % is calculated and negated, then armor amount is detected ex, 2 armor, and that value is deducted from the damage...?
 
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