How would I go about spell attack indexing?

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I've been racking my brain over this and I can't figure out any surefire way to do it.

Unknown damage could come from UnitDamageTarget, some random effect like poison, or a spell.

When a unit casts a spell, the events fire in this order-
Spell cast
Attack
Damage on spell hit

The spell hit could be instant or it could be 55 seconds later depending on the spell (some spells are akin to projectiles remember?).

This means that trying to load up spell orders would be impossible as you couldn't relate the damage to the spell that was cast.

I just have no clue how to pull this off without spamming a million buffs for each spell, lol.
 
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I can only think of few ways, and all using customized damage system.

1. Your idea, using buffs to detect projectile hit.
2. Using units as your projectiles.
3. Separating physical and magical damage. I use this in my map. all spells are triggered to do damage from a dummy unit. A dummy unit for every hero unit. Then that's my magical damage, everything from the hero will then be physical.
 
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Say, you cast a spell named "Charged Strike", then, after the damage is done WITH the buff takes place for that unit, the damage (or should I say BONUS damage) occurs ?

I just have no clue how to pull this off without spamming a million buffs for each spell, lol.

He said in the first post that he doesn't want to create buffs for every spell ;)
 
enlighten us more then...

I can't because I have no idea what your thing even has to do with spell attack indexing or plain attack indexing. Your thing doesn't even make sense... it's to calculate damage on a hero, which wouldn't even work, a method that wouldn't even actually work as it could have abilities...

Hahahaha flaws~
He HAS to use buff, or else Maker, what do you have in mind.. ?

Using buffs would be impossible because the w3u and wts files or w/e don't have custom things in it with no custom data. That means if an ability was in there with no custom data, lua wouldn't catch it. Furthermore, it'd be a pain to update for every time an ability was added or destroyed in the map : |. Also, it'd obviously be a pain to do the parsing ;P.

Yea, the overhead wouldn't be that big at all, but grimoire is bugged -.-, so impossible.
 
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