% chance on attack, using "damage" library

shiFt

Member
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8
How do I detect attacks using this system, like a simple %chance on attack you get x effect. like bash etc.

Do I just use this bool
JASS:
Damage_IsAttack
? to detect if its from an attack then my chance then the effect?

What if a spell deals physical damage and it sets this off?
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
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216
What if a spell deals physical damage and it sets this off?
You need to trigger all damage stuffs in spells.

Do I just use this bool
Yes.
 

Viikuna

No Marlo no game.
Reaction score
265
The trick is simply to trigger all other sources of damage, but attacks. If damage was not dealt by one of systems damaging functions, it must be an attack.

Its same idea than with using projectile system for projectiles so you can for example make some slow time stuff, or using a buff system for buffs, so you can tranfer buffs from unit to another, oruse some buff class stuff.

The more you trigger stuff, the more you know whats actually happening in your map and the more you can control it.
 

dudeim

New Member
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22
that will detect if it's a normal attack and won't fire if you deal physical damage using spells etc.. but when dealing damage using
JASS:
call Damage_Physical takes unit source, unit target, real amount,attacktype whichType, boolean attack, boolean ranged

and you set boolean attack to true then it will be registerd as a normal attack
 

shiFt

Member
Reaction score
8
Here is a simple chance to stormbolt a unit on attack, where would I insert the what event would I use, and where to put the boolean from the library?


JASS:
scope STUN initializer Init 

globals
    private constant integer SPELL_ID = 'A00V'
    private constant integer DUMMY_ID =  'h00J'
    private constant integer DUMMY_SPELL =  'A00X'
endglobals

private function Conditions takes nothing returns boolean
    if ( not (Damage_IsAttack() == true)  ) then
        return false
    endif
    if ( not ( GetUnitAbilityLevel(GetEventDamageSource(), SPELL_ID) > 0 ) ) then
        return false
    endif
    return true
endfunction

private function Actions takes nothing returns nothing
    local unit u = GetEventDamageSource()
    local unit t = GetTriggerUnit()
    local player p = GetOwningPlayer(u)
    local real x = GetUnitX(u)
    local real y = GetUnitY(u)
    local unit d
    local integer lvl = GetUnitAbilityLevel(u,SPELL_ID)
    set d = CreateUnit( p, DUMMY_ID, x, y, x)
    call UnitApplyTimedLife( d,  'BTLF', 0.50)
    call UnitAddAbility(d, DUMMY_SPELL)
    call SetUnitAbilityLevel(d,DUMMY_SPELL,lvl)    
    call IssueTargetOrder(d, "thunderbolt", t)
    
    
    set t = null
    set d = null
    set u = null
    set p = null
endfunction

//===========================================================================
private function Init takes nothing returns nothing
 local trigger t = CreateTrigger(  )
		
        call Damage_RegisterEvent(t)
		call TriggerAddCondition( t, Condition( function Conditions ) )
		call TriggerAddAction( t, function Actions )
		
		set t = null
	endfunction
    
endscope
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
First of all, recycle the dummy. Set the animation and casting time of dummy to 0.000.
You can use "and" in your condition.
 

Laiev

Hey Listen!!
Reaction score
188
JASS:
scope STUN initializer Init 

globals
    private constant integer SPELL_ID = 'A00V'
    private constant integer DUMMY_ID =  'h00J'
    private constant integer DUMMY_SPELL =  'A00X'
endglobals

private function Conditions takes nothing returns boolean
    return Damage_IsAttack() and GetUnitAbilityLevel(GetEventDamageSource(), SPELL_ID)
endfunction

private function Actions takes nothing returns nothing
    local unit u = GetEventDamageSource()
    local unit t = GetTriggerUnit()
    local player p = GetOwningPlayer(u)
    local real x = GetUnitX(u)
    local real y = GetUnitY(u)
    local unit d
    local integer lvl = GetUnitAbilityLevel(u,SPELL_ID)

    set d = CreateUnit(p, DUMMY_ID, x, y, x)
    call UnitApplyTimedLife(d,  'BTLF', 0.50)
    call UnitAddAbility(d, DUMMY_SPELL)
    call SetUnitAbilityLevel(d,DUMMY_SPELL,lvl)    
    call IssueTargetOrder(d, "thunderbolt", t)
    
    set t = null
    set d = null
    set u = null
    set p = null
endfunction

private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call Damage_RegisterEvent(t)
    call TriggerAddCondition(t, Condition(function Conditions))
    call TriggerAddAction(t, function Actions)
    set t = null
endfunction    
endscope
 

shiFt

Member
Reaction score
8
I get a complie error, on the conditions, cannot convert integer to boolean?
 

shiFt

Member
Reaction score
8
yay it works :D +reps

Are there any standard war3 spells that use physical damage as a base, that would maybe interfere with this system?, as this would be the first damage detection system usage in my map, will be converting it all as this now works.
 

Laiev

Hey Listen!!
Reaction score
188
the reason to you need to trigger every damage spell is because everything which you don't trigger, will be in the 'group' Damage_IsAttack()

example:

a crushing wave, a stomp or thunder clap, both will be in Damage_IsAttack() because you don't (can't) register what type of damage it is

in the trigger you can, with the trigger function (Damage_Spell(...)) etc..
 

shiFt

Member
Reaction score
8
so normal war3 spells could set this event off? without it being an actual attack

if I say cast a shockwave, would that mean that Id have to trigger the whole spell from scratch or could I just make a dummy cast a dummy shockwave? In doing this the Hero is not damaging the targets at all the dummy is, so it would not set these events off?
 

cleeezzz

The Undead Ranger.
Reaction score
268
yes

even though triggering all damage is more work, it gives you more freedom
 

Jesus4Lyf

Good Idea™
Reaction score
397
:) so with this method I can avoid 'triggering' all damage?
Check this out:
JASS:
library OnAttack uses Damage
    globals
        Event AttackEvent // use AttackEvent.register(t) directly. or write some wrapper.
    endglobals
    private module InitAttack
        private static method onDamage takes nothing returns boolean
            if Damage_IsAttack() and GetUnitTypeId(GetEventDamageSource())!='dumy' then
                call AttackEvent.fire()
            endif
            return false
        endmethod
        private static method onInit takes nothing returns nothing
            local trigger t=CreateTrigger()
            call Damage_RegisterEvent(t)
            call TriggerAddCondition(t,Filter(function thistype.onDamage))
            set OnAttack=Event.create()
        endmethod
    endmodule
    private struct Init extends array
        implement InitAttack
    endstruct
endlibrary

I just hacked this up quickly (no syntax check), but you get the idea. :)
Makes it very reusable. You can calculate your own method of detecting when something is not an attack.
 
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