Bribe
Code Moderator
- Joined
- Sep 26, 2009
- Messages
- 9,464
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.
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
-
If - Conditions
- 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
-
If - Conditions
- 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
-
If - Conditions
- 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
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
- Set DmgEvLife = ((DmgEvLife - DamageEventPrevAmt) - DamageEventAmount)
- Custom script: call DmgEvAmplifyDamage()
- Set IsDamageSpell = False
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- 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()
-
If - Conditions
- 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
-
If - Conditions
- Set UDex = UDexNext[UDex]
- Custom script: endloop
- Custom script: set udg_UDex = pdex
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- 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)
-
Events
Attachments
Last edited: