Repaired GUI Damage Engine - feedback desired

Level 36
Joined
Sep 26, 2009
Messages
8,444
Before I release this to the public, I would like it if someone can please help me test it. As far as I can tell, the only things that will act up are the standard disclaimers to using physical damage detection: life drain and locust swarm have to be reconfigured and item-based damage reduction has to be triggered.

Full credits to looking_for_help for discovering the physical/spell damage trick and to Nestharus for Damage Event & Adv Damage Event.


  • Damage Engine
    • Events
      • Game - UnitIndexEvent becomes Equal to 1.00
      • Game - UnitIndexEvent becomes Equal to 2.00
    • Conditions
    • Actions
      • -------- Copy the Cheat Death Ability from Object Editor into your map and set the following variable respectively: --------
      • Set DamageBlockingAbility = Cheat Death Ability (+500,000)
      • -------- Copy the Detect Spell Damage Ability from Object Editor into your map and set the following variable respectively: --------
      • Set SpellDamageAbility = Detect Spell Damage
      • -------- - --------
      • -------- You can add extra classifications if you want to differentiate between your triggered damage --------
      • -------- If the DamageEventType is 0, that means it's either regular WC3 damage or you didn't set it before triggering damage --------
      • -------- - --------
      • Set DamageTypeCode = 1
      • -------- - --------
      • Custom script: call ExecuteFunc("InitDamageEvent")
      • Custom script: endfunction
      • -------- The next conditions let you filter out unwanted units. By default, units with Locust will not pass the check. --------
      • Custom script: function DmgEvFilter takes nothing returns boolean
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (TempUnit is A structure) Equal to False
        • Then - Actions
          • Custom script: return true
        • Else - Actions
      • Custom script: return false
      • Custom script: endfunction
      • -------- This function Amplifies damage as-needed --------
      • Custom script: function DmgEvAmplifyDamage takes nothing returns nothing
      • Custom script: local boolean b = udg_DmgEvLife <= 0.405
      • Custom script: if b then
      • Set DmgEvLife = 0.41
      • Custom script: endif
      • Unit - Set life of DamageEventTarget to DmgEvLife
      • Custom script: if b and udg_IsDamageSpell then
      • Custom script: call SetUnitExploded(udg_DamageEventTarget, udg_DamageEventExplodesUnit)
      • Trigger - Turn off DamageEventTrigger
      • Custom script: call UnitDamageTarget(udg_DamageEventSource, udg_DamageEventTarget, 999, false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, null)
      • Trigger - Turn on DamageEventTrigger
      • Custom script: endif
      • Custom script: endfunction
      • -------- This function handles any max-life related issues that happened in the original damage trigger --------
      • Custom script: function DmgEvRemoveAbilities takes nothing returns nothing
      • Custom script: local real r
      • Custom script: loop
      • Set DmgEvN = (DmgEvN - 1)
      • Custom script: set r = GetWidgetLife(udg_DmgEvStack[udg_DmgEvN])
      • Unit - Remove DamageBlockingAbility from DmgEvStack[DmgEvN]
      • Custom script: call SetWidgetLife(udg_DmgEvStack[udg_DmgEvN], r + udg_DmgEvR[udg_DmgEvN])
      • Set DmgEvStack[DmgEvN] = No unit
      • Custom script: exitwhen udg_DmgEvN == 0
      • Custom script: endloop
      • Custom script: endfunction
      • -------- Next function sets the damage variables --------
      • Custom script: function DmgEvSetVars takes nothing returns nothing
      • Set DamageEventAmount = (Damage taken)
      • Set DamageEventSource = (Damage source)
      • Set DamageEventTarget = (Triggering unit)
      • Custom script: endfunction
      • Custom script:
      • Custom script: function FireDmgEv takes nothing returns nothing
      • Set DmgEvPreExplodes = DamageEventExplodesUnit
      • Set DmgTypPrev = DamageEventType
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DamageEventAmount Equal to 0.00
        • Then - Actions
          • -------- Fire 0 damage event --------
          • Set DamageEvent = 2.00
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • DamageEventAmount Less than 0.00
            • Then - Actions
              • Set DamageEventAmount = (0.00 - DamageEventAmount)
              • Set IsDamageSpell = True
              • Set DmgTypPrev = DamageEventType
            • Else - Actions
          • Set DamageEventPrevAmt = DamageEventAmount
          • Set DamageEventOverride = False
          • -------- Fire damage modifier event, then damage event --------
          • Set DamageModifierEvent = 1.00
          • Set DamageEvent = 1.00
          • Set DmgEvLife = (Life of DamageEventTarget)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • IsDamageSpell Equal to False
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DamageEventAmount Not equal to DamageEventPrevAmt
                • Then - Actions
                  • Set DmgEvLife = ((DmgEvLife + DamageEventPrevAmt) - DamageEventAmount)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DamageEventAmount Greater than DamageEventPrevAmt
                    • Then - Actions
                      • Custom script: call DmgEvAmplifyDamage()
                    • Else - Actions
                      • Unit - Set life of DamageEventTarget to DmgEvLife
                      • Set DmgEvMax = (Life of DamageEventTarget)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • DmgEvMax Not equal to DmgEvLife
                        • Then - Actions
                          • Set DmgEvMax = (DmgEvMax - DmgEvLife)
                          • Custom script: if udg_DmgEvMax <= 0.405 then
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Level of DamageBlockingAbility for DamageEventTarget) Equal to 0
                            • Then - Actions
                              • Unit - Add DamageBlockingAbility to DamageEventTarget
                            • Else - Actions
                          • Unit - Set life of DamageEventTarget to DmgEvLife
                          • Set DmgEvR[DmgEvN] = 0.00
                          • Custom script: else
                          • Set DmgEvR[DmgEvN] = (DmgEvLife - DmgEvMax)
                          • Custom script: endif
                          • Set DmgEvStack[DmgEvN] = DamageEventTarget
                          • Set DmgEvN = (DmgEvN + 1)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • DmgEvN Equal to 1
                            • Then - Actions
                              • Custom script: call TimerStart(udg_DmgEvTimer, 0.00, false, function DmgEvRemoveAbilities)
                            • Else - Actions
                        • Else - Actions
                • Else - Actions
            • Else - Actions
              • Set DmgEvLife = ((DmgEvLife - DamageEventPrevAmt) - DamageEventAmount)
              • Custom script: call DmgEvAmplifyDamage()
              • Set IsDamageSpell = False
      • Custom script: endfunction
      • Custom script:
      • Custom script: function FireRecursiveDmgEv takes nothing returns nothing
      • Custom script: local real d = udg_DamageEventAmount
      • Custom script: local unit s = udg_DamageEventSource
      • Custom script: local unit t = udg_DamageEventTarget
      • Custom script: local integer ptype = udg_DmgTypPrev
      • Custom script: local boolean explode = udg_DmgEvPreExplodes
      • Custom script: local boolean override = udg_DamageEventOverride
      • Custom script: local boolean spell = udg_IsDamageSpell
      • Custom script: local real prev = udg_DamageEventPrevAmt
      • Set IsDamageSpell = False
      • Custom script: call DmgEvSetVars()
      • Custom script: if udg_DamageEventTarget != t or udg_DamageEventSource != s or udg_DamageEventAmount != d or udg_DamageEventType != ptype then
      • Set DamageEvent = 0.00
      • Set DamageModifierEvent = 0.00
      • Custom script: call FireDmgEv()
      • -------- - --------
      • -------- Delete the next three lines to disable the in-game recursion crash warnings --------
      • -------- - --------
      • Custom script: else
      • Cinematic - Clear the screen of text messages for (All players)
      • Game - Display to (All players) for 999.00 seconds the text: WARNING: Recursion ...
      • -------- - --------
      • Custom script: endif
      • Custom script: set udg_DamageEventOverride = override
      • Custom script: set udg_DamageEventExplodesUnit = explode
      • Custom script: set udg_DmgEvPreExplodes = explode
      • Custom script: set udg_DamageEventPrevAmt = prev
      • Custom script: set udg_DmgTypPrev = ptype
      • Custom script: set udg_DamageEventType = ptype
      • Custom script: set udg_DamageEventAmount = d
      • Custom script: set udg_DamageEventSource = s
      • Custom script: set udg_DamageEventTarget = t
      • Custom script: set udg_IsDamageSpell = spell
      • Custom script: set s = null
      • Custom script: set t = null
      • Custom script: endfunction
      • Custom script:
      • Custom script: function OnDmgEv takes nothing returns boolean
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DamageEvent Equal to 0.00
          • DamageModifierEvent Equal to 0.00
        • Then - Actions
          • Set DmgTypPrev = DamageEventType
          • Custom script: call DmgEvSetVars()
          • Custom script: call FireDmgEv()
          • -------- Reset things --------
          • Set DamageModifierEvent = 0.00
          • Set DamageEvent = 0.00
          • Set DamageEventType = 0
          • Set DamageEventExplodesUnit = False
        • Else - Actions
          • Custom script: call FireRecursiveDmgEv()
      • Custom script: return false
      • Custom script: endfunction
      • Custom script:
      • Custom script: function CreateDmgEv takes nothing returns nothing
      • Custom script: set udg_DamageEventTrigger = CreateTrigger()
      • Custom script: call TriggerAddCondition(udg_DamageEventTrigger, Filter(function OnDmgEv))
      • Custom script: endfunction
      • Custom script:
      • Custom script: function SetupDmgEv takes nothing returns boolean
      • Custom script: local integer pdex = udg_UDex
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • UnitIndexEvent Equal to 1.00
        • Then - Actions
          • Set TempUnit = UDexUnits[UDex]
          • Custom script: if GetUnitAbilityLevel(udg_TempUnit, 'Aloc') == 0 and DmgEvFilter() then
          • Set UnitDamageRegistered[UDex] = True
          • Trigger - Add to DamageEventTrigger the event (Unit - TempUnit Takes damage)
          • Unit - Add SpellDamageAbility to UDexUnits[UDex]
          • Custom script: endif
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • UnitDamageRegistered[UDex] Equal to True
            • Then - Actions
              • Set UnitDamageRegistered[UDex] = False
              • Set DamageEventsWasted = (DamageEventsWasted + 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DamageEventsWasted Equal to 15
                • Then - Actions
                  • Set DamageEventsWasted = 0
                  • Custom script: call DestroyTrigger(udg_DamageEventTrigger)
                  • Custom script: call CreateDmgEv()
                  • Set UDex = UDexNext[0]
                  • Custom script: loop
                  • Custom script: exitwhen udg_UDex == 0
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • UnitDamageRegistered[UDex] Equal to True
                    • Then - Actions
                      • Trigger - Add to DamageEventTrigger the event (Unit - UDexUnits[UDex] Takes damage)
                    • Else - Actions
                  • Set UDex = UDexNext[UDex]
                  • Custom script: endloop
                  • Custom script: set udg_UDex = pdex
                • Else - Actions
            • Else - Actions
      • Custom script: return false
      • Custom script: endfunction
      • Custom script:
      • Custom script: function InitDamageEvent takes nothing returns nothing
      • Set DmgEvN = 16
      • Custom script: loop
      • Player - Disable SpellDamageAbility for (Player(DmgEvN))
      • Set DmgEvN = (DmgEvN - 1)
      • Custom script: exitwhen udg_DmgEvN == 0
      • Custom script: endloop
      • Custom script: call CreateDmgEv()
      • Custom script: call TriggerAddCondition(GetTriggeringTrigger(), Filter(function SetupDmgEv))
      • Set UnitIndexerEnabled = False
      • Custom script: set udg_TempUnit = CreateUnit(Player(15), 'uloc', 0, 0, 0)
      • Set UnitIndexerEnabled = True
      • Unit - Add DamageBlockingAbility to TempUnit
      • Unit - Add SpellDamageAbility to TempUnit
      • Unit - Remove TempUnit from the game
      • Countdown Timer - Start DmgEvTimer as a One-shot timer that will expire in 0.00 seconds
      • Trigger - Run (This trigger) (checking conditions)
 

Attachments

  • Damage Engine v3.0.0.0.w3x
    33.1 KB · Views: 27
Last edited:
Level 36
Joined
Sep 26, 2009
Messages
8,444
Updated to fix a bug that units killed by spells were being reset to full life due to my mishandling of the way they were dealt the killing blow. Also fixed were that the new ability was not being preloaded, and that the DamageEventExplodesUnit wasn't being reset in non-recursive situations.

Everything is fixed as far as I can tell, so if there are no bug reports within the next 12 hours I will give this a go.
 
I tested the damage types and didn't encounter any strange behaviours when modifying damage. Btw, is DamagePrevAmount the damage a unit takes before any armour reduction or after?

Also I'm not entirely sure how to use DamageEventOverride. Is it useful in a situation where there are two diffent triggers that detect damage on a unit - and the trigger with the override will take priority?
 
Level 36
Joined
Sep 26, 2009
Messages
8,444
The PrevAmount variable is the damage taken before user modifications. So, after armor/resistances.

DamageEventOverride should be avoided if at all possible. It only matters in a DamageModifierEvent, and the idea of it is to block further changes to the damage (if you set it to 0 or set it so high you want the unit to die, or display a texttag like I did in the demo for Knight critical strikes.
 
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