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ZlatniLav's Uber Imba Damage Detection System Give

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
A Kool Damag Detektion System made by ZlatniLav

IT DETECT Damage!!!11 when u unit wants to kill other unit

Gief Credit if use!11111

credit in map campaign or rpg"!!!!

Keywords:
damage, system
Contents

Easy and Effective Damage Detection (Map)

Reviews
19:20, 2nd Oct 2009 The_Reborn_Devil: This really sucks. 1. The screenshot is too small. 2. You have TONS of unnecessary variables and TONS of unnecessary operations. Ex: // VEEEEEEEEEEEEEERRY COMPLEX MATH SYSTEM set rrt = 1 * 1000 +...
19:20, 2nd Oct 2009
The_Reborn_Devil:

This really sucks.
1. The screenshot is too small.
2. You have TONS of unnecessary variables and TONS of unnecessary operations.
Ex:
JASS:
// VEEEEEEEEEEEEEERRY COMPLEX MATH SYSTEM
    set rrt = 1 * 1000 + 5627 * 3245 / 3245 - 5627 / 1000 / 6574
    set rslp = rrt * 6574
    call TriggerSleepAction( gagahaga + rslp * 0 + 1.25 - rslp * 0 - ModifyReal )
WTF?!
That could be done like this:
JASS:
call TriggerSleepAction(0.2)
3. WTF is this crap?!
JASS:
function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002Func001C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction
4. You don't need any of these variables:

JASS:
local boolean b
local unit u
local unit z
local unit x
local real damage
local boolean validate
local timer t
local integer i
local integer i2
local unit observer
local string s
local boolean detection


local real gagahaga = 0


local boolean pathability
local real angle
local real moveto
local boolean treea
local integer countera
local integer i3a
local boolean baa
local unit ua
local unit zaa
local unit xaa
local real damage
local boolean valid2
local timer taa
local integer ia
local integer i2a
local unit observer2
local string s2
local boolean detection2
local real ModifyReal = 1.05
local boolean pathability2
local real angle2
local real moveto2
local boolean tree2
local integer counter2
local integer i32
local version v
local version v2
local real rslp = 0
local real rrt = 0
    local version v3
    local version v4
    local version v5
    local version v6
    local version v7
    local version v8
    local version v9
    local version v10
5. Most of this is converted GUI. Everything you've added is pure crap.
6. Your "system" could be done like this:
JASS:
function Trig_Damage_Detection_Copy_Actions takes nothing returns nothing
    call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_001" )
endfunction

//===========================================================================
function InitTrig_Damage_Detection_Copy takes nothing returns nothing
    set gg_trg_Damage_Detection_Copy = CreateTrigger( )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Damage_Detection_Copy, EVENT_PLAYER_UNIT_ATTACKED )
    call TriggerAddAction( gg_trg_Damage_Detection_Copy, function Trig_Damage_Detection_Copy_Actions )
endfunction

Rejected Permanently.
 
Okay, as before:

[x]delete this crap and neg rep the troll who uploaded it. I suspect his other recent submissions to follow the same pattern.

JASS:
function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002Func001C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Actions takes nothing returns nothing

local boolean b
local unit u
local unit z
local unit x
local real damage
local boolean validate
local timer t
local integer i
local integer i2
local unit observer
local string s
local boolean detection
local boolean pathability
local real angle
local real moveto
local boolean tree
local integer counter
local integer i3
    
    call TriggerSleepAction( 1.50 )
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 10
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        if ( Trig_Damage_Detection_Copy_Func001Func001C() ) then
            if ( Trig_Damage_Detection_Copy_Func001Func001Func002C() ) then
                if ( Trig_Damage_Detection_Copy_Func001Func001Func002Func002C() ) then
                    if ( Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002C() ) then
                        if ( Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002C() ) then
                            if ( Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002Func001C() ) then
                                call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_001" )
                                return
                            else
                            endif
                        else
                        endif
                    else
                    endif
                else
                endif
            else
            endif
        else
        endif
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
endfunction

//===========================================================================
function InitTrig_Damage_Detection_Copy takes nothing returns nothing
    set gg_trg_Damage_Detection_Copy = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Damage_Detection_Copy, EVENT_PLAYER_UNIT_ATTACKED )
    call TriggerAddAction( gg_trg_Damage_Detection_Copy, function Trig_Damage_Detection_Copy_Actions )
endfunction
 
Type: No Target, Passive / Aura, System
Category: JASS, GUI / Triggers, JESP
I smell this will become some neg rep...
1.) Don't tell this is Jass, GUI and JESP. It can only be one of all these (except for Jass/vJass/JESP, meh). And no, convertig GUI triggers to Jass will not turn this into the Jass we meant.
2.) You say this is a damage detection system but it is definitely not...
3.) Stopz us1ng teh bAd@ss lanGuaGe in teh de2cr1pti0n (ye, some overdone...lol) no srsly, this kind of description gives the user not the impression that this is capable of being used...
 
No Target - This system is no target system
A system basically has no target. A system is a system and not a spell. Fail Count: 1
Passive - u no have to activat this
Again - this is a system, not a spell. Fail Count: 2
Aura - auras pasiv this pasiv too
Same here. Fail Count: 3
JASS - there is jass triger
As I already said - converting GUI triggers to jass is not what the staff meant as the category "Jass". Fail Count: 4
JESP - what is jesp?
You say this system is JESP and you don't even know what it is? Double Fail ... Fail Count: 6

JESP = Jass Enhanced Spell Pseudotemplate
It is just a strict kind of the way you use Jass/vJass for spells.
GUI / Triggers - there is GUi triger
Indeed. Since you just converted this stuff into Jass I would also say your system is GUI.

So, my question to you - will you ever run out of epic fail? O.o
 
A system basically has no target. A system is a system and not a spell. Fail Count: 1

Again - this is a system, not a spell. Fail Count: 2

Same here. Fail Count: 3

As I already said - converting GUI triggers to jass is not what the staff meant as the category "Jass". Fail Count: 4

You say this system is JESP and you don't even know what it is? Double Fail ... Fail Count: 6

JESP = Jass Enhanced Spell Pseudotemplate
It is just a strict kind of the way you use Jass/vJass for spells.

Indeed. Since you just converted this stuff into Jass I would also say your system is GUI.

So, my question to you - will you ever run out of epic fail? O.o


What is Fail Count?
 
Last edited by a moderator:
Seriously enough, this is the most terrible and horrible system I ever saw.

What I see is just a gui trigger converted into jass with a horrible setup. Just look at this horrendous setup.

JASS:
function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002Func001C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Actions takes nothing returns nothing

local boolean b
local unit u
local unit z
local unit x
local real damage
local boolean validate
local timer t
local integer i
local integer i2
local unit observer
local string s
local boolean detection
local boolean pathability
local real angle
local real moveto
local boolean tree
local integer counter
local integer i3
    
    call TriggerSleepAction( 1.50 )
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 10
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        if ( Trig_Damage_Detection_Copy_Func001Func001C() ) then
            if ( Trig_Damage_Detection_Copy_Func001Func001Func002C() ) then
                if ( Trig_Damage_Detection_Copy_Func001Func001Func002Func002C() ) then
                    if ( Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002C() ) then
                        if ( Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002C() ) then
                            if ( Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002Func001C() ) then
                                call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_001" )
                                return
                            else
                            endif
                        else
                        endif
                    else
                    endif
                else
                endif
            else
            endif
        else
        endif
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
endfunction

//===========================================================================
function InitTrig_Damage_Detection_Copy takes nothing returns nothing
    set gg_trg_Damage_Detection_Copy = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Damage_Detection_Copy, EVENT_PLAYER_UNIT_ATTACKED )
    call TriggerAddAction( gg_trg_Damage_Detection_Copy, function Trig_Damage_Detection_Copy_Actions )
endfunction

The if/then/else really =.=

6 same condition? lol...
 
Seriously enough, this is the most terrible and horrible system I ever saw.

What I see is just a gui trigger converted into jass with a horrible setup. Just look at this horrendous setup.

JASS:
function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002Func001C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001Func002C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Func001Func001C takes nothing returns boolean
    if ( not ( 0 == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Damage_Detection_Copy_Actions takes nothing returns nothing

local boolean b
local unit u
local unit z
local unit x
local real damage
local boolean validate
local timer t
local integer i
local integer i2
local unit observer
local string s
local boolean detection
local boolean pathability
local real angle
local real moveto
local boolean tree
local integer counter
local integer i3
    
    call TriggerSleepAction( 1.50 )
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 10
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        if ( Trig_Damage_Detection_Copy_Func001Func001C() ) then
            if ( Trig_Damage_Detection_Copy_Func001Func001Func002C() ) then
                if ( Trig_Damage_Detection_Copy_Func001Func001Func002Func002C() ) then
                    if ( Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002C() ) then
                        if ( Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002C() ) then
                            if ( Trig_Damage_Detection_Copy_Func001Func001Func002Func002Func002Func002Func001C() ) then
                                call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_001" )
                                return
                            else
                            endif
                        else
                        endif
                    else
                    endif
                else
                endif
            else
            endif
        else
        endif
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
endfunction

//===========================================================================
function InitTrig_Damage_Detection_Copy takes nothing returns nothing
    set gg_trg_Damage_Detection_Copy = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Damage_Detection_Copy, EVENT_PLAYER_UNIT_ATTACKED )
    call TriggerAddAction( gg_trg_Damage_Detection_Copy, function Trig_Damage_Detection_Copy_Actions )
endfunction

The if/then/else really =.=

6 same condition? lol...

Please wait for update, the code will get better.
 
Last edited by a moderator:
First:
This does a crap; it's no damage detection system.
Second:
He's uploading crap that we had enough. (I hope I speak in the name of all of us)

You have to get a lesson.
Oh and why the hell, Jesus, do you have all that crappy if then else's?
It's not even inlined and those variables are completely useless!

This does nothing but waits 1.50 seconds after a unit is attacked and displays a text to a force that is stored in a trigger string!
 
A system basically has no target. A system is a system and not a spell. Fail Count: 1

Again - this is a system, not a spell. Fail Count: 2

Same here. Fail Count: 3

As I already said - converting GUI triggers to jass is not what the staff meant as the category "Jass". Fail Count: 4

You say this system is JESP and you don't even know what it is? Double Fail ... Fail Count: 6

JESP = Jass Enhanced Spell Pseudotemplate
It is just a strict kind of the way you use Jass/vJass for spells.

Indeed. Since you just converted this stuff into Jass I would also say your system is GUI.

So, my question to you - will you ever run out of epic fail? O.o

No he doesnt...
 
This is just pure crap, and it will soon be permanently rejected.
There is also a slight possibility that some neg-rep will be given, but that's unlikely as we mods are so nice.
 
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