System Damage

JASS:
//          function UnitDamageTargetEx takes lots of things returns boolean
//              - Replaces UnitDamageTarget in your map, with the same arguments.
See that "with the same arguments" thing? ;)

GUI users should use Damage_Pure, Damage_Spell or Damage_Physical, which list their arguments explicitly and may not even suck for GUI users to actually use.

>what the returned booleans mean for the functions
Ah. In case you're wondering, that's success - whether the damage was dealable or not. I suppose you're right. *Puts it on his mental to-do list.* <_<
 
I don't see a reason why not to approve this, as this is really-really useful.
 
An O(n) sorting algorithm wouls be awesome....
\
O(1)

The system looks good, it works. I was thinking of a different approach to this but I can't comment yet since I haven't made things like this. Anyways great system.
 
Version 1.0.2: Added Damage_IsPure(), Damage_IsSpell(), Damage_IsPhysical() and Damage_IsAttack() (so damage can be physical but not count as an attack).

I've only found Damage_IsAttack
Also you should mention clearly that the user must code itself every spells which are causing damages, and not use the ones already made in the object editor. (even if it should be obvious)
 
Quote sentence 3 of documentation:
It also provides a means to detect what type
// of damage was dealt, so long as all damage in your map is dealt using
// this system's deal damage functions (except for basic attacks).
And the other functions are made with a textmacro, and should inline to DamageTargetEx. :p
 
using this... thanks.

um, you should update the map. it still contains 1.0.1..
i had to return to get the isattack condition

sorry.. but Damage_IsAttack() doesnt actually seem to work for me...

i have this trigger:

JASS:
function Trig_BladebaneReturn_Conds takes nothing returns boolean
    return Damage_IsAttack()==true and ( UnitHasItemOfTypeBJ(GetTriggerUnit(), &#039;I01K&#039;) or UnitHasItemOfTypeBJ(GetTriggerUnit(), &#039;I01L&#039;) )
endfunction

function Trig_BladebaneReturn_Callback takes nothing returns nothing
    local unit caster = GetTriggerUnit()
    local unit target = GetEventDamageSource()
        
        call BJDebugMsg(&quot;CONSIDERED PHYSICAL&quot;)
        
        if UnitHasItemOfTypeBJ(caster, &#039;I01K&#039;) then
            call UnitDamageTargetBJ(caster,target,25,ATTACK_TYPE_HERO,DAMAGE_TYPE_NORMAL)
        elseif UnitHasItemOfTypeBJ(caster, &#039;I01L&#039;) then
            call UnitDamageTargetBJ(caster,target,55,ATTACK_TYPE_HERO,DAMAGE_TYPE_NORMAL)
        endif
    
    set caster = null
    set target = null
endfunction

function InitTrig_BladebaneReturn takes nothing returns nothing
    set gg_trg_BladebaneReturn = CreateTrigger()
    call Damage_RegisterEvent(gg_trg_BladebaneReturn)
    call TriggerAddAction(gg_trg_BladebaneReturn,function Trig_BladebaneReturn_Callback)
    call TriggerAddCondition( gg_trg_BladebaneReturn, Condition(function Trig_BladebaneReturn_Conds) )
endfunction


tried using the condition as action (as in the sample) but doesnt work either..
it detects almost all damages.. specially from spells..

i'd like it so that my trigger only responds to attacks, not spells.
 
sorry.. but Damage_IsAttack() doesnt actually seem to work for me...
JASS:
//          all such functionality. It also provides a means to detect what type
//          of damage was dealt, so long as all damage in your map is dealt using
//          this system&#039;s deal damage functions (except for basic attacks).
Mmm. Includes IsAttack().

If you need to detect IsSpell, IsPure, IsPhysical, IsAttack, and GetType, you need to build your whole map around Damage. Unfortunate WC3 limitation.

Hope you still see some nice use out of this, even if you don't use those features. :thup:
 
tsk... oh man..

Unfortunate WC3 limitation.
*too lazy to rebuild my map* :p..

i was using the OnAttack template before.. the limitation was that DmgPerSec abilities were triggering the 'attack'..

anyways.. i had this idea before about a damage detecting system by using nulled passives..
but my problem is about buff stacking though.. i foresee some conflicts with it.. but maybe i'd give it a shot when i have time..
 
I admit that I could accomplish "IsAttack" without that limitation, probably. But I don't think it would be completely reliable, and it wouldn't be as efficient...

I don't know. These days I just code my maps on Damage, and it serves me that extra functionality. <3

I may consider adding one thing - a filter that defines unit types that deal spell damage. So if you use dummy casters, it pick up the type as spell.

I admit I blatantly stole that idea off a user suggestion on WC3C for some system.
 
When I try saving my map with Damage I get this.
errordmg.jpg

:p
 
Sorry but there's an error in your library. Last week i made test about DAMAGE_TYPE_XX.
DAMAGE_TYPE_NORMAL are spell damage, then there aren't physical and unaffect units with magic immunity, like SpellBreaker. You just have to replace DAMAGE_TYPE_NORMAL by DAMAGE_TYPE_FORCE for example.
 
Sorry but there's an error in your library. Last week i made test about DAMAGE_TYPE_XX.
DAMAGE_TYPE_NORMAL are spell damage, then there aren't physical and unaffect units with magic immunity, like SpellBreaker. You just have to replace DAMAGE_TYPE_NORMAL by DAMAGE_TYPE_FORCE for example.
This simple snippet amplifies all damage by 500 physical.
JASS:
scope NoDamageOnMap initializer StartZeroDamage
    private function BlockAllDamage takes nothing returns boolean
        //call Damage_BlockAll()
        call DisableTrigger(GetTriggeringTrigger())
        call Damage_Physical(GetEventDamageSource(),GetTriggerUnit(),500,ATTACK_TYPE_NORMAL,true,false)
        call EnableTrigger(GetTriggeringTrigger())
        return false
    endfunction
    
    private function StartZeroDamage takes nothing returns nothing
        local trigger t=CreateTrigger()
        call TriggerAddCondition(t,Condition(function BlockAllDamage))
        call Damage_RegisterEvent(t)
    endfunction
endscope
It proves that you are mistaken (the amplification worked on a Phoenix just fine).

Thanks for your interest in this system.
Kind regards. :)
 
Hmm I really dunno whether I should implant this system into my map. While it grants some advantages I had to reorganize every trigger that deals damage and had to work around other skills that I didn't want to do by dealing the damage via script.
Hmmm :/
Got some questions which are most likely already pointed out somewhere... but whatever:
This works kinda as a damage detection system as long as the damage is either dealt via your functions or through basic attacks?
Other damage detection systems suffer from some sorts of leaks. Is this free of such leaks duo to the restriction that the damage must be dealt with your functions?
My map will generate a lot creeps over time (a Diablo map ;P) and there will be some huge battles. Also there are some other triggers that consume some performance like a fixed-cam script. Do you think this system performs well enough with like 50-60 units in a battle field?

And last but not least... could you tell me where I can add your functions to allow the NewGen Editor to show me the arguments it takes etc?^^

Edit:
It seems to be really awesome btw :D
 
I had to reorganize every trigger that deals damage and had to work around other skills that I didn't want to do by dealing the damage via script.
Only if you want to detect Damage_IsAttack, Damage_IsPure/Spell/Physical, and Damage_GetType.
This works kinda as a damage detection system as long as the damage is either dealt via your functions or through basic attacks?
Actually, copy pasting the library in and changing none of your code provides Damage_RegisterEvent, Damage_Block, Damage_BlockAll, Damage_Spell, Damage_Pure, Damage_Physical. Everything except type detection.
Other damage detection systems suffer from some sorts of leaks.
This is leakless regardless. The "any unit damaged" event is often implemented in ways that leak. This in this system is not dependent on using the special functions.
Do you think this system performs well enough with like 50-60 units in a battle field?
I think I tested it with about 100, blocking all damage that was dealt. I didn't drop a single fps on my 3 year old laptop that runs DotA at 25 fps (this map ran at 60).
And last but not least... could you tell me where I can add your functions to allow the NewGen Editor to show me the arguments it takes etc?^^
Hm. I should really start adding this to my systems. I was mapping and decided I want this feature just yesterday. I'll look into it.

Edit: Added TESH highlighting (see first page). :)

>It seems to be really awesome btw :D
Thanks! Lots of effort in this...

Two more things. The main point this stands out from other damage systems on is that it supports recursion (damage in response to a damage event, most systems get the types mixed up and such).
Even though you don't -have- to use the functions to deal all damage in your map, it is recommended because the Damage_IsSpell() and Damage_IsAttack() stuff is just awesome. And then you have it. :D
 
Now that sounds promising! I will try it out once I get my JNGP working correctly again. Even TESH doesn't seem to work :/

For the highlighing I just need to create a .txt file, copy the code in there (the one with only the function names and arguments) and save it in the 'include' folder?
Because it doesn't seem to work for me, but then again it's probably duo to my malfunctioning JNGP anyway :eek:
 
Hmm I dunno how to create a .j file.
Notepad seems to know ".txt" only :/
Is there some program you got suggest?
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • Varine Varine:
    And since almost all of my programming experience is with defunct shit now, I figure my best place is helping preserve legacy stuff. Which I don't know how to do necessarily, but I need some kind of a hobby and figuring out how older things worked is the only shit that really interests me. Well soldering and restoration is fun too, but no one is bringing me new stuff to fix and restore, so it's mostly old shit, and I LOVE OG Xbox so much. I want to make sure it can function as long as possible, until someone can effectively emulate it at least. I have like 15 I was going to fix over the winter and didn't get to.
    +1
  • Varine Varine:
    I also have a couple OG gameboys, but idk if I can do that without like, manufacturing new parts that no one makes anymore and I can't do that right now
  • tom_mai78101 tom_mai78101:
    Currently in the middle of getting the probate process going. We're doing the informal probate process.
    +3
  • Varine Varine:
    A probate is usually done with a will, yes? If so I am sorry for your loss
    +1
  • The Helper The Helper:
    Yeah Tom, me too sorry for your loss buddy my mom told me she finds out her olds friend died from Google searching them. She had not talked to one of her old friends in a year and found out she died from Google. Also another one in the same session. RIP all of them my sincere condolences Tom
    +1
  • Varine Varine:
    We have some elderly guests that regularly come hang out at the bar at the end of the night, and every once in a while we don't see someone for a few weeks and then someone shows up with their obituary.
  • Varine Varine:
    We usually let them do their memorials there in the morning if they want to and I'll make them some snacks and drinks. There was one guy named Tom that came in like every night and would sit by himself and get a bunch of soup and a glass of wine. idk why but he LOVED our fucking soup, like he would order a fucking quart of it at a time and would always get so sad when we stop doing it for the summer.
    +1
  • Varine Varine:
    But he also loved our calamari, which is another thing I hate but it sells super well so I can't change it. There was one day he came in and was asking me how to make it, because he tried to at home once in the off season when we stop running it and he really wanted it lol
  • Varine Varine:
    I think he's one of the only people I've made recipes for for free because he really wanted a broccoli cheddar, and it was like dude I don't have a recipe, it's just whatever I have, but here, this is how you do it
  • Varine Varine:
    I don't think he ever figured out how to do the calamari in a pan though, like idk how to do that either. He was afraid of the at home deep fryers though and it's like yeah, that's fair, I am too
  • Varine Varine:
    He was just such a sweet old man, we had two servers pregnant and they held a baby shower together, he was soooooo fucking excited to get to see a baby. Unfortunately he died a month or so before they were born
  • The Helper The Helper:
    So I decided to Google some people that I had not seen or heard from in a while and sure enough one of my old best friends, we had a falling out years ago but whatever, find out he died of Pancreatic Cancer in January. I have also lost a few of my closer acquaintances from growing up the last year. Getting old - people die - I kinda thought it was going to be this way a few years ago....
    +2
  • The Helper The Helper:
    Forum running super slow again
  • Ghan Ghan:
    Not really clear from the stats as to what is causing the slowness.
  • Ghan Ghan:
    We get a lot of guest traffic so it may just be the load is getting too high and not from any particular source.
  • Ghan Ghan:
    Looks like the server is maxed out on CPU.
  • Ghan Ghan:
    Oh it looks like a lot of the traffic is Silkroad Forums. That domain isn't protected by Cloudflare.
  • Ghan Ghan:
    But the old Silkroad site is still on its own server. I just had a test site set up on this server for it.
  • Ghan Ghan:
    I just disabled that test site. Let's see if that helps the load.
  • Ghan Ghan:
    Looks much better already.
  • The Helper The Helper:
    I had actually forgot about the Silkroad site. I had asked
  • The Helper The Helper:
    SD Ryoko about it and he said the couple of people left on there really like it, that was a few years ago, maybe I should check back
  • jonas jonas:
    I guess when you're getting old, and the last day of soup season draws near, you start wondering
  • jonas jonas:
    will I make it to the start of the next season? or was this the last time I'll ever have my favorite dish?
  • The Helper The Helper:
    I am doing my first Vibe Coding project. In installed the environment and tools according to instructions but it is all chat doing this for me at my direction. It is fun really and holy shit I might finish in 2 hours what it would have taken a day to in my Access and this would be an electron app complete new

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials
      Top