I would like to clarify that changing DamageEventSource does not work with DamageEngine. The only way to truly change the source is to null the original damage instance to 0 and then re-issue the damage from the correct source unit.@JAKEZINC
Good point about the dummy taking the kill credit.
But I just wanted to add that with systems like Bribe's Damage Engine you can change the source of damage to your desired unit.
To do this in GUI I would use a Unit Indexer to link the Dummy to the REAL source of the spell (Your Hero in this case).
DummySource = Unit (Array)
When you create the Dummy for this ability (or any ability that want to use this with), set DummySource[custom value of the dummy] as the Hero/Unit that you want the kill credit to go to.
Then you create a trigger like this (Bribe's Damage Engine Event):
So this Event runs whenever a unit takes damage. Then it checks if the source of the damage (it would be the Dummy in this case) has a DummySource setup for it. If it doesn't nothing happens. But if it does, the source of the damage is changed from the original unit (Dummy) to it's DummySource (your Hero).
- DamageEventAmount becomes equal to 1.00
- DummySource[custom value of DamageEventSource] not equal to No Unit
- Set DamageEventSource = DummySource[custom value of DamageEventSource]
Damage Engine won't even recognize your change to the source unit in many cases (at least not the latest one), and even then you'd just be changing a variable rather than changing the actual mechanics of who dealt the damage.Ah, yeah, but it's basically the same effect, right? The Hero deals the damage instead of the Dummy?
Well it sounds like it wouldn't matter if this is just to track the "summoner". However, I don't want people to get confused. For example, if the source is owned by a different player than the one who you're trying to reroute the kill to, this will fail. Another example where it can fail is if there is a limited XP bounty range and the correct hero is too far away to get credit for the kill.Weird, I remember fixing this issue in my map... The kills were credited to the Hero instead of the Dummy and everything. Maybe it wasn't really working and I was mistaken due to my debug Text Messages displaying the "correct" name of DamageEventSource. But like you said, I was just changing the variable and not the actual mechanics.
It's a convention. A user is always required to import objects and triggers in order for a coded/triggered spell to work. ^^Do you have any tips on making importing easier? Currently, the user is required to copy two abilities, one unit, and icons (in addition to triggers). Also, rebalancing the ability seems cumbersome, since you need to update text descriptions manually after changing the numbers.
Of course, if you meant that this spell is only usable for those maps then you can ignore it. But It'll be considered as a limitation.Is the "kill-stealing" thing a big deal? For example, the leaderboard of Sunken City tracks kills by the player, not by the hero (to account for summons). It is important for things like lifesteal, I guess.
Could you elaborate here? My WC3 is on 1.31.1, which I thought was the last version before Reforged (1.32).Anyway, I can't test the map on my editor as you saved it on reforged so I'll just make a use of preview triggers:
Oh I just meant that 1.30.4 editor can't open 1.31.1+ maps. (including reforged)Could you elaborate here? My WC3 is on 1.31.1, which I thought was the last version before Reforged (1.32).
Learn Mana Flare, there are a lot of unnecessary actions, which lead to a decrease in efficiency.
Maybe try to have the effect of the spell on the unit look purple like the 'mana flare' itself? Right now it looks blue.
In any case I can't wait to see your Kael'thas pack.