System Damage Register / Critical Effect

gref

New Member
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Damage Register / Critcial Effect System

Import Difficulty: Easy (Jass suggested heavily)
(Takes longer the more spells there are in the game)
-Credits to emjlr3 for the On Attack Template.

This is a system that shows all user-owned damage in the game, WoW style, and allows all heroes to achieve spell critical effects and melee damage critical effects. (At the moment critical effects are only coded for damage spells.)

This system is MUI, and each players damage is displayed in their colors. (I was teal when I was doing the screenshots.)

The critical effect system works as such:
-A unit's melee/ranged attack crit is dependent upon their agility
-A unit's spell attack crit is dependent upon their intelligence
-A unit's ability to resist crits is dependent upon their strength

Items included to increase chance of crits/resists and damage on crit events.

Benefits
-Dummy Spells (Spells that trigger Damage Events, but do 0 damage) will not register
-Can have a WoW style damage interface
-Quite simple to customize if you can write JASS, effects can be added in GUI thought with much less support.

Drawbacks:
-Each spell that you want to use this system you have to add to the correct Trigger.
-I haven't yet written a trigger to deal with immolation.
-At the moment it only shows the user-owned unit's damage. (Very easily changeable, however it would clutter up the screen badly.)

Any Leaks, bugs, problems, please post or pm me.

Edit:
-Fully Jass (Gui triggers there, but disabled)
-Fully Native Functions (BJ functions removed except for EventRegistering)
-Full Readme added.
-Full terrain added.
-Creep spawns improved.
Leaks removed in Initialization triggers.
Simple importation.



Some screenshots:
1.JPG


2.JPG


3.JPG


4.JPG


5.JPG


6.JPG


Edit: Update 1.
 

Attachments

  • Damage Register System.w3x
    79.6 KB · Views: 328

Sooda

Diversity enchants
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First I like 9idea and 3rd screenshot from upper. I would like to ask why there is needed to add somekind of ability information. you just have to register damage taken and then check with boolean who dealed damage (If it wasn' t ability damage then check unit type- melee or ranged.). Also to your system trigger you should add additional 2 events to get also casted abilities ("Unit starts effect of ability", dunno is "starts channeling ability" needed.) It would eliminate need to add abilities somewhere. I try to check it out also. From screenshots it looks interesting also to what is "change" compared ? I got 50 (Or 10 000) Agi, what is change to do something ?

EDIT:
> Can have a WoW style damage interface.
How does it look like ?
 

gref

New Member
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The reason is because there isn't a way to determine the difference between a melee or ranged attack and a spell attack. Not because of the difference between melee and ranged. (Melee and ranged together use only one trigger).
Channelling will probably be covered under one of the types of damage in the triggers. (Thought it is very simple to create a new trigger based upon the ones there)

By WoW style, I mean that as you damage a unit, your damage appears, and that crits appear similar to in WoW, and that you can see when a unit resists or blocks.
 

Sooda

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I think idea is really good. I now checked triggers. There isn' t any implementing instructions what to copy and what to not copy. How it exactly works. No README included. At game start only once is text displayed and I had never change to see it again (it should be periodic ~ 30 sec intervals). Also you are using BJ what is bad (Try to look up natives and use them instead.), these all seperate triggers could be emerged to one trigger called your system name. I asume people want only to see their abilities crits not to deal with 12 triggers. Using custom scripts in trigger (All triggers was just lines of custom scripts then why not to make them all in JASS and merge with main trigger. You could create in one trigger new triggers and then add all events and conditions to them seperately but still they all are in one trigger what means people don' t need to worry about these things. It' s easier to implement your system when you just have to copy paste one trigger. Using "GUI to JASS conversion" isn' t most good idea to do also, conditions are not efficient. Have you read tutorials about writing efficient code ? If not read it and edit your system layout.
Don' t forget to mention where to paste your system. I had to figure out where was system" hided". Explane also why it need to be there and what is CS Cache ? Mention Vexorian webpage also so people could get latest version of it.
If it would be in one trigger with nice coding (Blizzard generated function names dosn' t make sense. They can but it takes time to understand.) All things what can be changed woud brought up with constant functions I would give 10/ 10 but for now 5/ 10.

EDIT: Pics are taken from other map btw in demo map threre wasn' t such terrain.
 

gref

New Member
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I know. The other map was just a better example of them in the open.

After I've finished the exams I have to tomorrow I'll implement your suggestions, thanks sooda.
 

ertaboy356b

Old School Gamer
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86
You could check if a unit is a melee(100) or range(200+) by just checking their range from the target unit.... Also, to deal damage by intelligence or strength or agility, you just need to 0 the base damage of the unit, that way, the unit will gain damage only from its stats and some ability or items...
 

Chocobo

White-Flower
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409
You could check if a unit is a melee(100) or range(200+) by just checking their range from the target unit.... Also, to deal damage by intelligence or strength or agility, you just need to 0 the base damage of the unit, that way, the unit will gain damage only from its stats and some ability or items...

Really? And if a melee attacks a ranged unit?


Btw, seems a good system.
 

gref

New Member
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33
Edits: Sooda's suggestions taken into account.
Much editting done.

Melee and Ranged detection don't enter into it :p.
Thanks for the comments, please have a five second test.
 
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