By Damage - Nothing

Chaos_Knight

New Member
Reaction score
39
When i just used Damage( By J4L ), i added it to my passive spell. But now it does nothing. :eek: i think this quite simple to solve, but i can't get why. :p

JASS:
library MovingStrike initializer Init requires Damage
// +-------------------------------------------------------------------------------+
// |     Moving Strikes - Created by Chaos_Knight.  Requires a vJass preprocessor! |   
// +-------------------------------------------------------------------------------+
// | Gives a small chance to move the Attacker to the GetAttacker() and            |
// | deals damage to the GetTriggerUnit()                                          |
// +-------------------------------------------------------------------------------+
// | How to Import:                                                                |
// |  - Create a new trigger                                                       |
// |  - Convert it to Custom text (Edit > Convert to Custom Text)                  |
// |  - Replace everything there with this code                                    |
// |  - Change the constants to suit yourself                                      |
// |  - Enjoy!                                                                     |
// +-------------------------------------------------------------------------------+

// |-------------|
// | Constants:  |
// |-------------|
    globals
        // The effect created on the target when it is being possessed:
        private constant string EFFECT = "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile_mini.mdl"
        private constant string EFFECT2 = "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile.mdl"
        private constant string EFFECT3 = "Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl"
        private constant string EFFECT4 = "Abilities\\Spells\\Other\\Doom\\DoomDeath.mdl"
        private constant string EFFECT6 = "Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl"
        // Which is attached to the targets:
        private constant string EFFECT_POSITION = "weapon,left"
        private constant string EFFECTPOSITION = "hand,right"
        private constant string EFFECTPOS = "origin"
        private constant boolean SHOWEFFECT = true //Will Show the effects(6).
        private constant boolean IS_RANGED = true //If the damage is ranged
        private constant boolean IS_MEELE = true //If the damage is from meele combat(128 Warcraft metres).
        private constant integer RED = 90 //Red color.
        private constant integer GREEN = 0 //Green color.
        private constant integer BLUE = 110 //Blue color.
        private constant integer ALPHA = 255 //Alpha(how much the TextTag's visible).
        private constant boolean SHOWDAMAGE = true //Will create the TextTag, if true.
        private constant integer DAMAGE = 35
        private constant integer C = 100 // Testing Purposes.
        //I Reccomend having it 1% chance. setting beyond this value may make it unbalanced.
        private constant integer FROMTARGET = 128 //How Far you are moving
        private constant attacktype AtkType = ATTACK_TYPE_CHAOS //Selfexplaining
        private constant damagetype DmgType = DAMAGE_TYPE_FIRE//^ same
        private constant weapontype WepType = WEAPON_TYPE_WHOKNOWS//No idea...
        // The Raw code of the ability
        private constant integer ID = 'A000'
    endglobals
    
    private constant function CHANCE takes integer level returns integer
        return C * level
    endfunction
    
    private constant function DMG takes integer Lvl returns integer
        return DAMAGE * Lvl
    endfunction
// |------------------|
// | End of Constants |
// |------------------|

// DO NOT EDIT BELOW THIS LINE!
    
    private function Cons takes nothing returns boolean
        return IsUnitEnemy(GetTriggerUnit() , GetOwningPlayer(GetAttacker())) and GetRandomInt(0, 100) <= CHANCE(GetUnitAbilityLevel(GetAttacker(), ID)) and not IsUnitType(GetTriggerUnit(), UNIT_TYPE_HERO) and GetUnitAbilityLevel(GetAttacker() , ID) > 0
    endfunction    

        
        private function Moving takes nothing returns nothing
            local unit u = GetAttacker()
            local unit t = GetTriggerUnit()
            local real x1 = GetUnitX( u )
            local real y1 = GetUnitY( u )
            local real x2 = GetUnitX( t )
            local real y2 = GetUnitY( t )
            local real angle = Atan2(y2 - y1, x2 - x1)
            local texttag TT = CreateTextTag()
            
            if SHOWEFFECT then
                call DestroyEffect(AddSpecialEffectTarget(EFFECT, u, EFFECT_POSITION))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT2, u, EFFECTPOSITION))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT3, t, EFFECTPOS))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT4, t, EFFECTPOS))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT6, t, EFFECTPOS))
            endif
               if SHOWDAMAGE then
                    call SetTextTagText (TT,R2S(DMG(GetUnitAbilityLevel(u, ID))) + "!", 0.023)
                    call SetTextTagPosUnit (TT, u, 10 )
                    call SetTextTagColor (TT, RED, GREEN, BLUE, 255 )
                    call SetTextTagVelocity (TT, 0.0355 * Cos(90. * bj_DEGTORAD), 0.0355 * Sin(90. * bj_DEGTORAD))
                    call SetTextTagVisibility (TT, true)
                    call SetTextTagFadepoint (TT, 2.00)
                    call SetTextTagLifespan (TT, 2.00)
                    call SetTextTagPermanent (TT, false)
                endif
        
            call SetUnitX( u , x2 + FROMTARGET * Cos(angle))
            call SetUnitY( u , y2 + FROMTARGET * Sin(angle))
            call UnitDamageTarget( u , t , DMG(GetUnitAbilityLevel(u, ID))  , IS_RANGED , IS_MEELE , AtkType , DmgType , WepType )
        
        set u = null
        set TT = null
        set t = null
    endfunction
  
  
//------------------------------------------------------------------  
private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call Damage_RegisterEvent(t)
    call TriggerAddAction( t , function Moving)
endfunction
endlibrary


Thanks

//Chaos_Knight :cool:
 

dudeim

New Member
Reaction score
22
Don't think it solves your problem but you don't seem to use the Cons function it's there for well nothing atm maybe try adding it and see if it solves it.
 

Chaos_Knight

New Member
Reaction score
39
Nope, that didnt work.

JASS:
library MovingStrike initializer Init requires Damage
// +-------------------------------------------------------------------------------+
// |     Moving Strikes - Created by Chaos_Knight.  Requires a vJass preprocessor! |   
// +-------------------------------------------------------------------------------+
// | Gives a small chance to move the Attacker to the GetAttacker() and            |
// | deals damage to the GetTriggerUnit()                                          |
// +-------------------------------------------------------------------------------+
// | How to Import:                                                                |
// |  - Create a new trigger                                                       |
// |  - Convert it to Custom text (Edit > Convert to Custom Text)                  |
// |  - Replace everything there with this code                                    |
// |  - Change the constants to suit yourself                                      |
// |  - Enjoy!                                                                     |
// +-------------------------------------------------------------------------------+

// |-------------|
// | Constants:  |
// |-------------|
    globals
        // The effect created on the target when it is being possessed:
        private constant string EFFECT = "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile_mini.mdl"
        private constant string EFFECT2 = "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile.mdl"
        private constant string EFFECT3 = "Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl"
        private constant string EFFECT4 = "Abilities\\Spells\\Other\\Doom\\DoomDeath.mdl"
        private constant string EFFECT6 = "Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl"
        // Which is attached to the targets:
        private constant string EFFECT_POSITION = "weapon,left"
        private constant string EFFECTPOSITION = "hand,right"
        private constant string EFFECTPOS = "origin"
        private constant boolean SHOWEFFECT = true //Will Show the effects(6).
        private constant boolean IS_RANGED = true //If the damage is ranged
        private constant boolean IS_MEELE = true //If the damage is from meele combat(128 Warcraft metres).
        private constant integer RED = 90 //Red color.
        private constant integer GREEN = 0 //Green color.
        private constant integer BLUE = 110 //Blue color.
        private constant integer ALPHA = 255 //Alpha(how much the TextTag's visible).
        private constant boolean SHOWDAMAGE = true //Will create the TextTag, if true.
        private constant integer DAMAGE = 35
        private constant integer C = 100 // Testing Purposes.
        //I Reccomend having it 1% chance. setting beyond this value may make it unbalanced.
        private constant integer FROMTARGET = 128 //How Far you are moving
        private constant attacktype AtkType = ATTACK_TYPE_CHAOS //Selfexplaining
        private constant damagetype DmgType = DAMAGE_TYPE_FIRE//^ same
        private constant weapontype WepType = WEAPON_TYPE_WHOKNOWS//No idea...
        // The Raw code of the ability
        private constant integer ID = 'A000'
    endglobals
    
    private constant function CHANCE takes integer level returns integer
        return C * level
    endfunction
    
    private constant function DMG takes integer Lvl returns integer
        return DAMAGE * Lvl
    endfunction
// |------------------|
// | End of Constants |
// |------------------|

// DO NOT EDIT BELOW THIS LINE!
    
    private function Cons takes nothing returns boolean
        return IsUnitEnemy(GetTriggerUnit() , GetOwningPlayer(GetAttacker())) and GetRandomInt(0, 100) <= CHANCE(GetUnitAbilityLevel(GetAttacker(), ID)) and not IsUnitType(GetTriggerUnit(), UNIT_TYPE_HERO) and GetUnitAbilityLevel(GetAttacker() , ID) > 0
    endfunction    

        
        private function Moving takes nothing returns nothing
            local unit u = GetAttacker()
            local unit t = GetTriggerUnit()
            local real x1 = GetUnitX( u )
            local real y1 = GetUnitY( u )
            local real x2 = GetUnitX( t )
            local real y2 = GetUnitY( t )
            local real angle = Atan2(y2 - y1, x2 - x1)
            local texttag TT = CreateTextTag()
            
            if SHOWEFFECT then
                call DestroyEffect(AddSpecialEffectTarget(EFFECT, u, EFFECT_POSITION))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT2, u, EFFECTPOSITION))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT3, t, EFFECTPOS))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT4, t, EFFECTPOS))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT6, t, EFFECTPOS))
            endif
               if SHOWDAMAGE then
                    call SetTextTagText (TT,R2S(DMG(GetUnitAbilityLevel(u, ID))) + "!", 0.023)
                    call SetTextTagPosUnit (TT, u, 10 )
                    call SetTextTagColor (TT, RED, GREEN, BLUE, 255 )
                    call SetTextTagVelocity (TT, 0.0355 * Cos(90. * bj_DEGTORAD), 0.0355 * Sin(90. * bj_DEGTORAD))
                    call SetTextTagVisibility (TT, true)
                    call SetTextTagFadepoint (TT, 2.00)
                    call SetTextTagLifespan (TT, 2.00)
                    call SetTextTagPermanent (TT, false)
                endif
        
            call SetUnitX( u , x2 + FROMTARGET * Cos(angle))
            call SetUnitY( u , y2 + FROMTARGET * Sin(angle))
            call UnitDamageTarget( u , t , DMG(GetUnitAbilityLevel(u, ID))  , IS_RANGED , IS_MEELE , AtkType , DmgType , WepType )
        
        set u = null
        set TT = null
        set t = null
    endfunction
  
  
//------------------------------------------------------------------  
private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call Damage_RegisterEvent(t)
    call TriggerAddCondition( t , function Cons)
    call TriggerAddAction( t , function Moving)
endfunction
endlibrary
 

Laiev

Hey Listen!!
Reaction score
188
[ljass]GetAttacker[/ljass]?

-.-

Jesus4Lyf said:
use [ljass]GetTriggerUnit()[/ljass] for damaged unit, [ljass]GetEventDamageSource()[/ljass] for damager (your 'GetAttacker'), [ljass]GetEventDamage()[/ljass] for damage amount.
 

Chaos_Knight

New Member
Reaction score
39
Now i causes Heavy lag. I mean i cant move and close my WC3 in 45 seconds.
:eek:

JASS:
library MovingStrike initializer Init requires Damage
// +-------------------------------------------------------------------------------+
// |     Moving Strikes - Created by Chaos_Knight.  Requires a vJass preprocessor! |   
// +-------------------------------------------------------------------------------+
// | Gives a small chance to move the Attacker to the GetAttacker() and            |
// | deals damage to the GetTriggerUnit()                                          |
// +-------------------------------------------------------------------------------+
// | How to Import:                                                                |
// |  - Create a new trigger                                                       |
// |  - Convert it to Custom text (Edit > Convert to Custom Text)                  |
// |  - Replace everything there with this code                                    |
// |  - Change the constants to suit yourself                                      |
// |  - Enjoy!                                                                     |
// +-------------------------------------------------------------------------------+

// |-------------|
// | Constants:  |
// |-------------|
    globals
        // The effect created on the target when it is being possessed:
        private constant string EFFECT = "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile_mini.mdl"
        private constant string EFFECT2 = "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile.mdl"
        private constant string EFFECT3 = "Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl"
        private constant string EFFECT4 = "Abilities\\Spells\\Other\\Doom\\DoomDeath.mdl"
        private constant string EFFECT6 = "Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl"
        // Which is attached to the targets:
        private constant string EFFECT_POSITION = "weapon,left"
        private constant string EFFECTPOSITION = "hand,right"
        private constant string EFFECTPOS = "origin"
        private constant boolean SHOWEFFECT = true //Will Show the effects(6).
        private constant boolean IS_RANGED = true //If the damage is ranged
        private constant boolean IS_MEELE = true //If the damage is from meele combat(128 Warcraft metres).
        private constant integer RED = 90 //Red color.
        private constant integer GREEN = 0 //Green color.
        private constant integer BLUE = 110 //Blue color.
        private constant integer ALPHA = 255 //Alpha(how much the TextTag's visible).
        private constant boolean SHOWDAMAGE = true //Will create the TextTag, if true.
        private constant integer DAMAGE = 35
        private constant integer C = 100 // Testing Purposes.
        //I Reccomend having it 1% chance. setting beyond this value may make it unbalanced.
        private constant integer FROMTARGET = 128 //How Far you are moving
        private constant attacktype AtkType = ATTACK_TYPE_CHAOS //Selfexplaining
        private constant damagetype DmgType = DAMAGE_TYPE_FIRE//^ same
        private constant weapontype WepType = WEAPON_TYPE_WHOKNOWS//No idea...
        // The Raw code of the ability
        private constant integer ID = 'A000'
    endglobals
    
    private constant function CHANCE takes integer level returns integer
        return C * level
    endfunction
    
    private constant function DMG takes integer Lvl returns integer
        return DAMAGE * Lvl
    endfunction
// |------------------|
// | End of Constants |
// |------------------|

// DO NOT EDIT BELOW THIS LINE!
    
    private function Cons takes nothing returns boolean
        return IsUnitEnemy(GetTriggerUnit() , GetOwningPlayer(GetEventDamageSource())) and GetRandomInt(0, 100) <= CHANCE(GetUnitAbilityLevel(GetEventDamageSource(), ID)) and not IsUnitType(GetTriggerUnit(), UNIT_TYPE_HERO) and GetUnitAbilityLevel(GetEventDamageSource() , ID) > 0
    endfunction    

        
        private function Moving takes nothing returns nothing
            local unit u = GetEventDamageSource()
            local unit t = GetTriggerUnit()
            local real x1 = GetUnitX( u )
            local real y1 = GetUnitY( u )
            local real x2 = GetUnitX( t )
            local real y2 = GetUnitY( t )
            local real angle = Atan2(y2 - y1, x2 - x1)
            local texttag TT = CreateTextTag()
            
            if SHOWEFFECT then
                call DestroyEffect(AddSpecialEffectTarget(EFFECT, u, EFFECT_POSITION))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT2, u, EFFECTPOSITION))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT3, t, EFFECTPOS))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT4, t, EFFECTPOS))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT6, t, EFFECTPOS))
            endif
               if SHOWDAMAGE then
                    call SetTextTagText (TT,R2S(DMG(GetUnitAbilityLevel(u, ID))) + "!", 0.023)
                    call SetTextTagPosUnit (TT, u, 10 )
                    call SetTextTagColor (TT, RED, GREEN, BLUE, 255 )
                    call SetTextTagVelocity (TT, 0.0355 * Cos(90. * bj_DEGTORAD), 0.0355 * Sin(90. * bj_DEGTORAD))
                    call SetTextTagVisibility (TT, true)
                    call SetTextTagFadepoint (TT, 2.00)
                    call SetTextTagLifespan (TT, 2.00)
                    call SetTextTagPermanent (TT, false)
                endif
        
            call SetUnitX( u , x2 + FROMTARGET * Cos(angle))
            call SetUnitY( u , y2 + FROMTARGET * Sin(angle))
            call UnitDamageTarget( u , t , DMG(GetUnitAbilityLevel(u, ID))  , IS_RANGED , IS_MEELE , AtkType , DmgType , WepType )
        
        set u = null
        set TT = null
        set t = null
    endfunction
  
  
//------------------------------------------------------------------  
private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call Damage_RegisterEvent(t)
    call TriggerAddCondition( t , Condition(function Cons))
    call TriggerAddAction( t , function Moving)
endfunction
endlibrary
 

13lade619

is now a game developer :)
Reaction score
400
>_<

Recursive damage detection.. turn off before dealing the bonus damage then turn on again.

JASS:
//Disable
call UnitDamageTarget( u , t , DMG(GetUnitAbilityLevel(u, ID))  , IS_RANGED , IS_MEELE , AtkType , DmgType , WepType )
//Enable


*forgot the syntax.. but hoprfully you get the idea.
 

Chaos_Knight

New Member
Reaction score
39
Did as you wrote.
Still heavy lag.

JASS:
library MovingStrike initializer Init requires Damage
// +-------------------------------------------------------------------------------+
// |     Moving Strikes - Created by Chaos_Knight.  Requires a vJass preprocessor! |   
// +-------------------------------------------------------------------------------+
// | Gives a small chance to move the Attacker to the GetAttacker() and            |
// | deals damage to the GetTriggerUnit()                                          |
// +-------------------------------------------------------------------------------+
// | How to Import:                                                                |
// |  - Create a new trigger                                                       |
// |  - Convert it to Custom text (Edit &gt; Convert to Custom Text)                  |
// |  - Replace everything there with this code                                    |
// |  - Change the constants to suit yourself                                      |
// |  - Enjoy!                                                                     |
// +-------------------------------------------------------------------------------+

// |-------------|
// | Constants:  |
// |-------------|
    globals
        // The effect created on the target when it is being possessed:
        private constant string EFFECT = &quot;Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile_mini.mdl&quot;
        private constant string EFFECT2 = &quot;Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile.mdl&quot;
        private constant string EFFECT3 = &quot;Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl&quot;
        private constant string EFFECT4 = &quot;Abilities\\Spells\\Other\\Doom\\DoomDeath.mdl&quot;
        private constant string EFFECT6 = &quot;Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl&quot;
        // Which is attached to the targets:
        private constant string EFFECT_POSITION = &quot;weapon,left&quot;
        private constant string EFFECTPOSITION = &quot;hand,right&quot;
        private constant string EFFECTPOS = &quot;origin&quot;
        private constant boolean SHOWEFFECT = true //Will Show the effects(6).
        private constant boolean IS_RANGED = true //If the damage is ranged
        private constant boolean IS_MEELE = true //If the damage is from meele combat(128 Warcraft metres).
        private constant integer RED = 90 //Red color.
        private constant integer GREEN = 0 //Green color.
        private constant integer BLUE = 110 //Blue color.
        private constant integer ALPHA = 255 //Alpha(how much the TextTag&#039;s visible).
        private constant boolean SHOWDAMAGE = true //Will create the TextTag, if true.
        private constant integer DAMAGE = 35
        private constant integer C = 100 // Testing Purposes.
        //I Reccomend having it 1% chance. setting beyond this value may make it unbalanced.
        private constant integer FROMTARGET = 128 //How Far you are moving
        private constant attacktype AtkType = ATTACK_TYPE_CHAOS //Selfexplaining
        private constant damagetype DmgType = DAMAGE_TYPE_FIRE//^ same
        private constant weapontype WepType = WEAPON_TYPE_WHOKNOWS//No idea...
        // The Raw code of the ability
        private constant integer ID = &#039;A000&#039;
    endglobals
    
    private constant function CHANCE takes integer level returns integer
        return C * level
    endfunction
    
    private constant function DMG takes integer Lvl returns integer
        return DAMAGE * Lvl
    endfunction
// |------------------|
// | End of Constants |
// |------------------|

// DO NOT EDIT BELOW THIS LINE!
    
    private function Cons takes nothing returns boolean
        return IsUnitEnemy(GetTriggerUnit() , GetOwningPlayer(GetEventDamageSource())) and GetRandomInt(0, 100) &lt;= CHANCE(GetUnitAbilityLevel(GetEventDamageSource(), ID)) and not IsUnitType(GetTriggerUnit(), UNIT_TYPE_HERO) and GetUnitAbilityLevel(GetEventDamageSource() , ID) &gt; 0
    endfunction    

        
        private function Moving takes nothing returns nothing
            local unit u = GetEventDamageSource()
            local unit t = GetTriggerUnit()
            local real x1 = GetUnitX( u )
            local real y1 = GetUnitY( u )
            local real x2 = GetUnitX( t )
            local real y2 = GetUnitY( t )
            local real angle = Atan2(y2 - y1, x2 - x1)
            local texttag TT = CreateTextTag()
            
            if SHOWEFFECT then
                call DisableTrigger(GetTriggeringTrigger())
                call DestroyEffect(AddSpecialEffectTarget(EFFECT, u, EFFECT_POSITION))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT2, u, EFFECTPOSITION))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT3, t, EFFECTPOS))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT4, t, EFFECTPOS))
                call DestroyEffect(AddSpecialEffectTarget(EFFECT6, t, EFFECTPOS))
                call EnableTrigger(GetTriggeringTrigger())
            endif
               if SHOWDAMAGE then
                    call SetTextTagText (TT,R2S(DMG(GetUnitAbilityLevel(u, ID))) + &quot;!&quot;, 0.023)
                    call SetTextTagPosUnit (TT, u, 10 )
                    call SetTextTagColor (TT, RED, GREEN, BLUE, 255 )
                    call SetTextTagVelocity (TT, 0.0355 * Cos(90. * bj_DEGTORAD), 0.0355 * Sin(90. * bj_DEGTORAD))
                    call SetTextTagVisibility (TT, true)
                    call SetTextTagFadepoint (TT, 2.00)
                    call SetTextTagLifespan (TT, 2.00)
                    call SetTextTagPermanent (TT, false)
                endif
        
            call SetUnitX( u , x2 + FROMTARGET * Cos(angle))
            call SetUnitY( u , y2 + FROMTARGET * Sin(angle))
            call UnitDamageTarget( u , t , DMG(GetUnitAbilityLevel(u, ID))  , IS_RANGED , IS_MEELE , AtkType , DmgType , WepType )
        
        set u = null
        set TT = null
        set t = null
    endfunction
  
  
//------------------------------------------------------------------  
private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call Damage_RegisterEvent(t)
    call TriggerAddCondition( t , Condition(function Cons))
    call TriggerAddAction( t , function Moving)
endfunction
endlibrary
 

13lade619

is now a game developer :)
Reaction score
400
??? where did you disable?

i said right at the damaging function..

here:

JASS:
call Damage_EnableEvent(false)
call UnitDamageTarget( u , t , DMG(GetUnitAbilityLevel(u, ID))  , IS_RANGED , IS_MEELE , AtkType , DmgType , WepType )
call Damage_EnableEvent(true)
 

Laiev

Hey Listen!!
Reaction score
188
PS: you're using damage system by Jesus4Lyf but you STILL using normal damage native?

SO FOR WHAT THE DAMAGE SYSTEM? -.-'

the damage system don't detect when you damage by that native, just when you damage by the damage functions of the system
 

Chaos_Knight

New Member
Reaction score
39
PS: you're using damage system by Jesus4Lyf but you STILL using normal damage native?

SO FOR WHAT THE DAMAGE SYSTEM? -.-'

the damage system don't detect when you damage by that native, just when you damage by the damage functions of the system

No, i want to detect when a generic unit takes damage. I dont wanna detect the damage from the native.
 

13lade619

is now a game developer :)
Reaction score
400
JASS:
//          function UnitDamageTargetEx takes lots of things returns boolean
//              - Replaces UnitDamageTarget in your map, with the same arguments.
//
//          function Damage_Physical takes unit source, unit target, real amount,
//            attacktype whichType, boolean attack, boolean ranged returns boolean
//              - A clean wrapper for physical damage.
//              - &#039;attack&#039; determines if this is to be treated as a real physical
//                attack or just physical type damage.
//              - &#039;ranged&#039; determines if this is to be treated as a ranged or melee
//                attack.
//
//          function Damage_Spell takes unit source, unit target, real amount returns boolean
//              - A clean wrapper for spell damage.
//
//          function Damage_Pure takes unit source, unit target, real amount returns boolean
//              - A clean wrapper for pure type damage (universal type, 100% damage).


i was kinda inaccurate...

Damage detects all 'default' damages as PHYSICAL.
it can only register SPELL and PURE if you use the new damage dealing functions.
 

Laiev

Hey Listen!!
Reaction score
188
wrong.. it detects any damage.
the new damage functions are just 'clean' wrappers to code more easily.

sorry, I expressed myself badly

what i mean is that... the normal damage function = Damage_IsAttack()
 

Jesus4Lyf

Good Idea™
Reaction score
397
Yep. Like the system says, if you want to use anything to do with damage type detection, you must utilise the damage functions provided exclusively. But if you don't care for that, you can still use the any unit damaged event, and all the damage blocking functionality. It is up to you what you want to use from the system. :)
 
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