Spell Damage System

Stringel

New Member
Reaction score
12
Hi,

for a couple of days i've been searching thehelper and other similar sites to find a spell damage system, with no success.

What i want is:
A way to find out if a unit has been damaged with a spell done by a hero (played by a user) and then deal additional damage based on the (intelligence of the hero (include bonuses) / 2).

My problem:
I have found a way to trigger when a unit is damaged, but i can't figure out how to make it only trigger if its a spell. I'll have over 200 spells in total and it would be a pain to have to trigger every spell to deal the damage including the intelligence bonus.

Thanks on forehand and +rep if someone comes up with a good solution.

Stringel
 
Sorry, your out of luck. There's no real way to check if a damaged unit was hit by a spell. You can try checking buffs but that will only work on spells that leave buffs, if it works. You could try including a trigger that would detect when a spell is cast and damage the target. This would only work on single target spells though. Anything with an aoe wouldn't be able to detect the targets and chain spells can't detect beyond the first .
 
Sorry, your out of luck. There's no real way to check if a damaged unit was hit by a spell. You can try checking buffs but that will only work on spells that leave buffs, if it works. You could try including a trigger that would detect when a spell is cast and damage the target. This would only work on single target spells though. Anything with an aoe wouldn't be able to detect the targets and chain spells can't detect beyond the first .

This is exactly what i have right now. when a spell is cast i run a trigger checking if someone is hurt, however it doesn't work since when the spell is cast the damage isn't dealt yet, or thats at least my though.

I have read another post where a guy said you could identify damage type, but i haven't found a way to do so. And i maybe didn't understand him right.

But thanks for your input
 
Only plausible solution requires orb effects on every unit in your map. Just add some orb effect (Orb of Corruption is probably the easiest, since it's invisible by default, and its effect can be nullified) to all units, and when they are damaged, check if the Orb of Corruption buff is present. If it's not, you should be able to assume that the damage dealt was from a spell. Only issue would be if you wanted to distinguish between various abilities e.g. if you wanted Kaboom (which is physical damage I believe) to be ignored, but Flame Strike (which is magical damage) to count towards the additional damage
 
Only plausible solution requires orb effects on every unit in your map. Just add some orb effect (Orb of Corruption is probably the easiest, since it's invisible by default, and its effect can be nullified) to all units, and when they are damaged, check if the Orb of Corruption buff is present. If it's not, you should be able to assume that the damage dealt was from a spell. Only issue would be if you wanted to distinguish between various abilities e.g. if you wanted Kaboom (which is physical damage I believe) to be ignored, but Flame Strike (which is magical damage) to count towards the additional damage

Thanks allot,

This is by far the best solution. But i've found some problem on my way. I have a trigged adding the corruption spell to every unit (including entering units) however im having some difficulties with the actuall "spell damage is caused trigger", this is how it looks right now:
E: Unit takes damage
C: ((Triggering unit) has buff Spell Damage) Equal to True
A: Unit - Cause Damage source to damage [...]
Game - Display to (All Players) for 30.00 seconds the text: damage (just to see if it works)

Now it does show the text if a unit is attacked in some cincumstance, i don't know why. I've set the buff duration to 0.01

Edit: Okey, now it seems to trigger every time someone is hit, and the damage trigger seems to mess everything up, crashing WC3.

Thanks of forehand
Stringel
 
Before you deal the damage through the trigger, add
Code:
Trigger - Disable (This trigger)
and afterwards
Code:
Trigger - Enable (This trigger)

C: ((Triggering unit) has buff Spell Damage) Equal to True
Spell Damage is the buff you added to the Orb of Corruption ability? If so, change the True to False. You need to check if the orb effect's buff isn't present, since the buff will only be added when a physical attack is dealt, and you only want spell damage to count, correct?

Also, it's advisable that you remove the buff immediately via trigger i.e.
Code:
Unit - Remove Spell Damage buff from (Triggering Unit)
It's unlikely that damage will occur twice within 0.01s, but you're better safe than sorry :)
 
Before you deal the damage through the trigger, add
Code:
Trigger - Disable (This trigger)
and afterwards
Code:
Trigger - Enable (This trigger)


Spell Damage is the buff you added to the Orb of Corruption ability? If so, change the True to False. You need to check if the orb effect's buff isn't present, since the buff will only be added when a physical attack is dealt, and you only want spell damage to count, correct?

Also, it's advisable that you remove the buff immediately via trigger i.e.
Code:
Unit - Remove Spell Damage buff from (Triggering Unit)
It's unlikely that damage will occur twice within 0.01s, but you're better safe than sorry :)

Thanks allot for all your help. You have been very helpful. Now there's only one problem left, how would i go about triggering the damage (int of hero / 2)? i have tried using (damage source) as the damage dealer but it doesn't seem to work.

And is there any way to detect how much spell damage that is recieved?

Stringel
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    News portal has been retired. Main page of site goes to Headline News forum now
  • The Helper The Helper:
    I am working on getting access to the old news portal under a different URL for those that would rather use that for news before we get a different news view.
  • Ghan Ghan:
    Easily done
    +1
  • The Helper The Helper:
    https://www.thehelper.net/pages/news/ is a link to the old news portal - i will integrate it into the interface somewhere when i figure it out
  • Ghan Ghan:
    Need to try something
  • Ghan Ghan:
    Hopefully this won't cause problems.
  • Ghan Ghan:
    Hmm
  • Ghan Ghan:
    I have converted the Headline News forum to an Article type forum. It will now show the top 20 threads with more detail of each thread.
  • Ghan Ghan:
    See how we like that.
  • The Helper The Helper:
    I do not see a way to go past the 1st page of posts on the forum though
  • The Helper The Helper:
    It is OK though for the main page to open up on the forum in the view it was before. As long as the portal has its own URL so it can be viewed that way I do want to try it as a regular forum view for a while
  • Ghan Ghan:
    Yeah I'm not sure what the deal is with the pagination.
  • Ghan Ghan:
    It SHOULD be there so I think it might just be an artifact of having an older style.
  • Ghan Ghan:
    I switched it to a "Standard" article forum. This will show the thread list like normal, but the threads themselves will have the first post set up above the rest of the "comments"
  • The Helper The Helper:
    I don't really get that article forum but I think it is because I have never really seen it used on a multi post thread
  • Ghan Ghan:
    RpNation makes more use of it right now as an example: https://www.rpnation.com/news/
  • The Helper The Helper:
  • The Helper The Helper:
    What do you think Tom?
  • tom_mai78101 tom_mai78101:
    I will have to get used to this.
  • tom_mai78101 tom_mai78101:
    The latest news feed looks good

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top