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[Spell] IsDamageSpell use damage detection just for Spells

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skills = abilities?

Yes, there are some changes to spell damage which allows you to make the check to see if the damage was spell damage.
So without those side effects, you cant tell the difference, so you have to live with it.

Imho, DDSes are really bad to use.
But if you stick to GUI or if you have a massive part of the coding already done, then it might not be a good idea to create a proper damage engine on top of that. So then a DDS is what you want.
 
skills = abilities?

Yes, there are some changes to spell damage which allows you to make the check to see if the damage was spell damage.
So without those side effects, you cant tell the difference, so you have to live with it.

Imho, DDSes are really bad to use.
But if you stick to GUI or if you have a massive part of the coding already done, then it might not be a good idea to create a proper damage engine on top of that. So then a DDS is what you want.

the only thing i want is to do is make the abilities do damage based on the actual unit damage value
 
Can you show your trigger?

As Wiet said...

If IsSpellDamage is equal to true, the damage was caused by a spell.

And you'd adjust the add damage accordingly.
one more time i just need to identify where this DDS change the way that some skills work to filter just the "is damage source a spell" part
 
I think you're confused about what it changes. There are a couple of spells that start to work improperly because of what the system uses to differentiate between attack/spell damage. Runed Bracer's magic damage reduction and Drain Life are the two I know of, but there might be more; they are likely listed in the system's in-editor documentation. As long as you are aware of this, then all you have to do is use the system's included methods for making properly working versions of those spells and it'll be like nothing was changed.

It doesn't fundamentally change anything about the behavior of the spells, it's just that the spells get a little wonky with altering the damage as it's being dealt so you would get unexpected results if not accounting for it. We're trying to help you here but you just keep repeating the same thing and aren't giving us any more information; we don't know what you think will happen, what you want to happen, or what you've already tried! Are you worried that because a few spells have been altered they specifically won't register as spell damage?

If you really are dedicated to this, just look through the system triggers until you find where it sets IsSpellDamage = true or false in an if-block somewhere. That will probably tell you what you need to know. There should also be example triggers for working versions of the affected spells.
 
You have to check the state of the IsDamageSpell variable as stated in the thread where you got it from.

The value is true for negative damage and false for positive damage (as the custom runed bracers ability inverts spell damage (in relation to 0))
Thebsystem itself will then turn this damage back to positive so that the actual damage is still the same.
 
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