Well, I haven't got to many ideas what could be causing this; though -- it seems to be a relatively big issue. After-all, I can't just allow enemy units to just 'heal' units with damaging spells. I get this feeling that it has something to do with the damage detection engine I use.
For an example; take Fireball. This spell does 75 damage and stuns the target for .65 second(s). Well; instead of DEALING 75 damage it occasionally HEALS 75 damage instead (but it doesn't always HEAL)
I am currently using Physical Damage Detection v1.1.0.0 GUI by Looking_for_help for my map's damage detection system. I'm also using these damage modification triggers:
Any help at all would be greatly appreciated, would really like to get this issue sorted out.
For an example; take Fireball. This spell does 75 damage and stuns the target for .65 second(s). Well; instead of DEALING 75 damage it occasionally HEALS 75 damage instead (but it doesn't always HEAL)
I am currently using Physical Damage Detection v1.1.0.0 GUI by Looking_for_help for my map's damage detection system. I'm also using these damage modification triggers:
Description: upon dealing damage the system deciphers if the damage is spell damage or physical damage and shows the damage text. In addition, it activates any of the on-damage effects.
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M Damage Display
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Events
- Game - damageEventTrigger becomes Equal to 1.00
- Conditions
-
Actions
- -------- ----- --------
- -------- Start Running Scripts --------
- -------- ----- --------
- -------- Item Effects --------
- Trigger - Run RIR Kingstone Scepter Effect <gen> (checking conditions)
- Trigger - Run RIE Eye of the Infinite Nexus Effect <gen> (checking conditions)
- Trigger - Run RIL Mindstaff Aura Effect <gen> (checking conditions)
- Trigger - Run RIL Cloak of Flames Effect <gen> (checking conditions)
- Trigger - Run RIE Harvest Bounty Effect <gen> (checking conditions)
- -------- Hero Abilities --------
- Trigger - Run HEW Shatter Effect <gen> (checking conditions)
- Trigger - Run HDS Calculated Shot Effect <gen> (checking conditions)
- Trigger - Run HIJ Repel Strikes Effect <gen> (checking conditions)
- Trigger - Run HIJ Intervene Effect <gen> (checking conditions)
- Trigger - Run HRB Ferocious Charge Effect <gen> (checking conditions)
- Trigger - Run HRB Razored Flank Effect <gen> (checking conditions)
- Trigger - Run HRB Spirit of Agamaggan Effect <gen> (checking conditions)
- Trigger - Run HNI Reflective Strike Effect <gen> (checking conditions)
- -------- Creep Abilities --------
- Trigger - Run CWCI Critical Strike <gen> (checking conditions)
- Trigger - Run CWCI Piercing Javelins <gen> (checking conditions)
- Trigger - Run CWCI Firebolt AI <gen> (checking conditions)
- Trigger - Run CWCI Battle Shout AI <gen> (checking conditions)
- Trigger - Run CWCI War Stomp AI <gen> (checking conditions)
- -------- ----- --------
- -------- Stop Running Scripts --------
- -------- ----- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- amount Greater than or equal to 0.00
- damageType Equal to PHYSICAL
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Then - Actions
- Set TempReal = amount
- Set TempInteger = (Integer(TempReal))
- Floating Text - Create floating text that reads (String(TempInteger)) above target with Z offset 0.00, using font size 8.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Set TempFloatingText = (Last created floating text)
- Floating Text - Set the velocity of TempFloatingText to 64.00 towards 90.00 degrees
- Floating Text - Change TempFloatingText: Disable permanence
- Floating Text - Change the lifespan of TempFloatingText to 1.50 seconds
- Floating Text - Change the fading age of TempFloatingText to 0.75 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- damageType Equal to SPELL
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Then - Actions
- Set TempReal = amount
- Set TempInteger = (Integer(TempReal))
- Floating Text - Create floating text that reads (String(TempInteger)) above target with Z offset 0.00, using font size 12.00, color (25.00%, 25.00%, 100.00%), and 0.00% transparency
- Set TempFloatingText = (Last created floating text)
- Floating Text - Set the velocity of TempFloatingText to 64.00 towards 90.00 degrees
- Floating Text - Change TempFloatingText: Disable permanence
- Floating Text - Change the lifespan of TempFloatingText to 1.50 seconds
- Floating Text - Change the fading age of TempFloatingText to 0.75 seconds
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Events
Description: When the Hero has the item 'Kingstone Scepter' his spell damage is increased by an amount.
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RIR Kingstone Scepter Effect
- Events
-
Conditions
-
And - All (Conditions) are true
-
Conditions
- damageType Equal to SPELL
- (PlayerHeroes[(Player number of (Owner of source))] has an item of type |cff0080ffKingstone Scepter|r) Equal to True
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Conditions
-
And - All (Conditions) are true
-
Actions
- Set base_amount = amount
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Item-type of (Item carried by PlayerHeroes[(Player number of (Owner of source))] in slot (Integer A))) Equal to |cff0080ffKingstone Scepter|r
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Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set TempReal = (base_amount x 0.12)
- Set amount = (amount + TempReal)
- Set TempInteger = (Integer(amount))
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
Description: When the Hero has the item 'Harvest Bounty' his physical damage deals an additional amount based on agility and intelligence.
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RIE Harvest Bounty Effect
- Events
-
Conditions
-
And - All (Conditions) are true
-
Conditions
- damageType Equal to PHYSICAL
- (source has an item of type |cffb048f8Harvest Bounty|r) Equal to True
-
Conditions
-
And - All (Conditions) are true
-
Actions
- Set TempReal = ((0.20 x (Real((Agility of source (Include bonuses))))) + (0.20 x (Real((Intelligence of source (Include bonuses))))))
- Set amount = (amount + TempReal)
Description: Basically has the same effect as 'RIR Kingstone Scepter Effect,' except this effect is significantly stronger.
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RIE Eye of the Infinite Nexus Effect
- Events
-
Conditions
-
And - All (Conditions) are true
-
Conditions
- damageType Equal to SPELL
- (source has an item of type |cffb048f8Eye of the Infinite Nexus|r) Equal to True
- (PlayerHeroes[(Player number of (Owner of source))] has an item of type |cffb048f8Eye of the Infinite Nexus|r) Equal to True
-
Conditions
-
And - All (Conditions) are true
-
Actions
- Set base_amount = amount
-
For each (Integer A) from 1 to 6, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Item-type of (Item carried by PlayerHeroes[(Player number of (Owner of source))] in slot (Integer A))) Equal to |cffb048f8Eye of the Infinite Nexus|r
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set TempReal = (base_amount x 0.22)
- Set amount = (amount + TempReal)
- Set TempInteger = (Integer(amount))
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
Any help at all would be greatly appreciated, would really like to get this issue sorted out.