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Some problem

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Kusanagi Kuro

Hosted Project: SC
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Hi everyone. I need some helps to answer these questions:
1/How can I detect the damage before it is done? I know that GDD can detect how much damage the target take but I dont know how to detect the damage even before it is done to the target. (Solved)

2/I want to make a spell that has casting time. The hero needs to cast it for a short time before the spell happens. I want that the casting time wont be interrupted by order move and any other orders except order stop. How can I do that?

3/What is the different between each damage type? I already know that Normal is reduced by armor, Magic is reduced by magic regist and is blocked by spell immune, Universal is reduced by magic regist but isnt blocked by spell immune. That's all I know. What about other damage type? (Solved)

4/What is the different between Physical and Magical buff? How do they affect the gameplay?
Thks for reading and plz help if u know the answer. :grin::thumbs_up:
 
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Kusanagi Kuro

Hosted Project: SC
Level 10
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^ Do u remember its name?
Also, if I have already has the Damage Detection system, do I need to remake everything when install the Damage Engine?
 
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^ Do u remember its name?
Spell Engine. Took me about 2 seconds of searching (I looked up "cast", but "channel" or "spell" would also give that as the first result).

3) Other damage types are useless. The only 3 useful ones are Normal, Magic, Universal.
Blizzard was probably planning on doing stuff with the other ones, but never actually got around to doing it.

Hayaku1412 said:
Also, if I have already has the Damage Detection system, do I need to remake everything when install the Damage Engine?
Nope, the system ruler linked has cross-compatibility with Weeps GDD.
Import the triggers of Bribe's system and replace GDD's custom script with what's in the description on the spell page.
All your systems that rely on GDD should still be functioning, while you can still use the other functions.
 

Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
Messages
708
Thks for helping. But the last question has no answer yet. >.<
P/S: I think I have read something about Enchant damage but cant remember.
 
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Yeah, I was still researching that.
So far the only buff that was considered "physical" was Polymorph.
(Other buffs I tested were stun, slow, invis, divine shield, aura's, ...).

Going to try it out later, but right now I don't have enough definitive results to say that it actually matters in-game.
 
Damage Detection Systems actually run before damage is done which enables those systems to do things like prevent damage etc... so no matter what system you use, that already answers your question 1...

Now it's just a matter of what you actually want to do before the damage is dealt... if you need the amount to be modified, then GUIDE (linked by iron) makes it easy for you...

but if you just want to detect a unit's damage (it's maximum probable damage to any unit) there was a system for that on the spells section, I forgot the name... it was made by cold bone...

3)Divine deals damage unaffected by armor amount... Assuming you didn't modify the tables, Attacktype of Chaos + Damagetype of Divine will yield pure damage...
 

Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
Messages
708
That's what I want :D. I will edit my first post.
P/S: The Spell Engine doesnt work like what I want, I'm afraid.
 
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