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[Solved] How to use Native damage detection of World Editor V1.31+?

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Could anybody give me an example? Could it be used to create a spell like adding slow effect to Shockwave?
 
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There's no perfect solution for detecting the Ability that triggered the Damage Event. You can detect the Spell damage-type though.

What you can do:
1) Trigger Shockwave yourself. I have examples of this on the site, search "Uncle Custom Shockwave".
2) Create and order a unique Dummy unit to cast Shockwave. Then you can detect the Unit-type of the (Damage source) in your Damage Event. You will know that the damage came from Shockwave since the Shockwave Dummy was the (Damage source). This only works if the Dummy is used EXCLUSIVELY for this one ability. The main issue here is that this method will give the Kill credit to the Dummy and not the Hero that casted Shockwave. It also requires you to have an additional "fake" Shockwave ability that is used by your Hero in order to get this whole process running.

Here's an example of a GUI damage event:
  • Example
    • Events
      • Unit - A unit Takes damage
    • Conditions
      • (Damage From Normal Attack) Equal to True
    • Actions
      • Event Response - Set Damage of Unit Damaged Event to ((Damage taken) + 100.00)
This increases damage taken from normal attacks (autoattacks - not spells) by 100.


Note that native damage detection and Bribe's Damage Engine system are basically the same thing, Bribe just added a bunch of nice features at the cost of a lot of variables. I can see why the variable count may deter some people from wanting to use it and instead stick with the GUI natives but a lot of those features are must haves in my opinion.
 
Last edited:
Utilizing this Damage Type table, it is possible to determine if the damage comes from Shockwave as long as the hero does not have an ability with the same damage type. If the hero has another ability with the same damage type but the ability's damage is different from Shockwave, you can use that difference to determine the damage comes from Shockwave.
 
There's no perfect solution for detecting the Ability that triggered the Damage Event. You can detect the Spell damage-type though.

What you can do:
1) Trigger Shockwave yourself. I have examples of this on the site, search "Uncle Custom Shockwave".
2) Create and order a unique Dummy unit to cast Shockwave. Then you can detect the Unit-type of the (Damage source) in your Damage Event. You will know that the damage came from Shockwave since the Shockwave Dummy was the (Damage source). This only works if the Dummy is used EXCLUSIVELY for this one ability. The main issue here is that this method will give the Kill credit to the Dummy and not the Hero that casted Shockwave. It also requires you to have an additional "fake" Shockwave ability that is used by your Hero in order to get this whole process running.

Here's an example of a GUI damage event:
  • Example
    • Events
      • Unit - A unit Takes damage
    • Conditions
      • (Damage From Normal Attack) Equal to True
    • Actions
      • Event Response - Set Damage of Unit Damaged Event to ((Damage taken) + 100.00)
This increases damage taken from normal attacks (autoattacks - not spells) by 100.


Note that native damage detection and Bribe's Damage Engine system are basically the same thing, Bribe just added a bunch of nice features at the cost of a lot of variables. I can see why the variable count may deter some people from wanting to use it and instead stick with the GUI natives but a lot of those features are must haves in my opinion.
Thank you for your detailed guidance. I've learned the most needed.
 
Utilizing this Damage Type table, it is possible to determine if the damage comes from Shockwave as long as the hero does not have an ability with the same damage type. If the hero has another ability with the same damage type but the ability's damage is different from Shockwave, you can use that difference to determine the damage comes from Shockwave.
Thank you. I've known how to write the conditions of the trigger.
 
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