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Which damage system is right for me?

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Disclaimer: I am not skilled with JASS, but I can try and at least follow along :p

So for me, Bribe's systems are bundled with unnecessary functions and rewrite the way default stuff works. While great for starting a new project, my map is over ten years old and I do not need something like that. It's very exhausting and stressful for me to look through these complicated systems I do not understand. I have no idea which of the systems on the Hive is the right one for me (explained below) and would like some help from more experienced guys out there.

--

Here's what I'm after - a detection system that doesn't rewrite or alter how wc3 damage works. I just want my end result to be SCT (scrolling combat text) that can display Physical, Spell and Healing values, let's say for example in White, Purple or Green respectively.

Actually, I'm already doing this with one I found years ago. It works great, except it can't differentiate between Phys/Spells and can't show heals. I really don't want to make a master heal SCT trigger and track down every healing spell/item/event in the game.

I'd really appreciate your help. <3

-Shy
 
doesn't rewrite or alter how wc3 damage works.
What? Bribe's system does nothing to rewrite or alter WC3 damage works. He just gives you the ability to change the damage before it's dealt, which has nothing to do with "how wc3 damage works."

I just want my end result to be SCT (scrolling combat text) that can display Physical, Spell and Healing values, let's say for example in White, Purple or Green respectively.
If you need strictly damage detection, then use Weep's DDS. As of right now, the only "heal" event available is the one Bribe made, but from what I can remember, it only works if the heal is triggered.
 
Level 9
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What I meant is all that blocking, modifying draining, etc. etc. is useless to me. It just adds to the stuff I have to look through and go "why is this here, do I need it, do I have to do anything to my map because of it?"

Anyway, after some more poking around I noticed I have the one by Weep. As I said I like it but didn't see how to detect spells vs. attacks with it. That was one thing I liked about the DamageEngine though was that you're just using a bool to check -_- so is it possible to differentiate with Weep's system then?
 
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Well my triggers just have a lot of dummies to check for and I edit the text based on how large the damage is. I like that it differentiates elements but I can't even figure out how to get rid of the .00000 on yours and make it display like an int lol and unless someone converted my trigs into custom text + integrated it with the jass I'd lose all of that. :\
 
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Use "Convert Real to Integer"

You don't need any JASS to do that. Anything JASS can do, GUI can as well (just a little harder).

Sorry I wasn't being clear. I know how to do conversions I've been using GUI half my life basically. I will post my two triggers and show how it is I am displaying my SCT in game. The trouble is I wouldn't know how to merge both Flux's stuff and mine.

  • Attack Filter
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • GDD_Damage Greater than 1.00
      • (GDD_DamageSource is A structure) Equal to False
      • (Owner of GDD_DamageSource) Not equal to Player 1 (Red)
      • (Owner of GDD_DamageSource) Not equal to Player 7 (Green)
      • (Owner of GDD_DamageSource) Not equal to Neutral Hostile
      • (Owner of GDD_DamageSource) Not equal to Neutral Passive
      • Or - Any (Conditions) are true
        • Conditions
          • (GDD_DamageSource is A Hero) Equal to True
          • (Unit-type of GDD_DamageSource) Equal to Electrify
          • ***NOTE*** --- there's like 30 dummy checks on this list. Edited for brevity.
    • Actions
      • Trigger - Run Attack Display <gen> (ignoring conditions)
  • Attack Display
    • Events
    • Conditions
    • Actions
      • -------- These maths make SCT last longer/redder/larger for bigger damage numbers --------
      • Floating Text - Create floating text that reads ((<Empty String> + (String((Integer(GDD_Damage))))) + <Empty String>) above GDD_DamagedUnit with Z offset (GDD_Damage / 100.00), using font size (9.00 + ((GDD_Damage x 0.02) / 5.00)), color (100.00%, (100.00 - (GDD_Damage x 0.07))%, (100.00 - (GDD_Damage x 0.07))%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to (1.40 + (GDD_Damage / 900.00)) seconds
      • Floating Text - Change the fading age of (Last created floating text) to (0.10 + (GDD_Damage / 10000.00)) seconds
      • Floating Text - Set the velocity of (Last created floating text) to (115.00 - (GDD_Damage x 0.01)) towards 90.00 degrees
      • Trigger - Turn off (This trigger)
 
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