Damaging target creates strange loop

Embrace_It

New Member
Reaction score
9
I've made a very simple damage detection system for dealing with critical strikes in my map. A function called OnDamage checks if the damaging unit has the ability to do a critical strike, and if it does, the function calculates if it IS a critical strike and deals the damage and shows some floating text.

I set the critical strike chance to 90% and put a BJDebugMsg call for testing purposes, but when it procs, the are like 8 damage outputs. It seems it enters a loop and then multiplies the critical modifier (x2) each time. The result is that the damaged unit is instantly killed...I have no idea what is going on...Please help!

CODE:
JASS:

scope DamageDetection initializer InitDamageDetection

private function OnDamage takes nothing returns nothing
    local unit source  = GetTriggerUnit()
    local unit damager = GetEventDamageSource()
    local real damage = GetEventDamage()
    
    call BJDebugMsg(R2S(damage * GetCritCritModifier(damager)))
        
    if GetExpertise(damager) == 0. then
        if CalcChance(90.) then
            call UnitDamageTargetBJ(damager, source, damage * GetCritCritModifier(damager), ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL)
            //call NormalDamageTarget(damager, source, damage * 2., true, true)
            call CreateFloatingTextTarget(damager, "Critical!", COMBAT_ABILITY)
            call CreateFloatingRealTargetSize(source, damage, COMBAT_ABILITY, 15.)
        endif
    endif
endfunction

private function Conditions takes nothing returns boolean
    return true
endfunction

//===========================================================================
private function InitDamageDetection takes nothing returns nothing
    local trigger systrigger = CreateTrigger()
    local group g = CreateGroup()
    local rect r = GetWorldBounds()
    local unit f
    
    call GroupEnumUnitsInRect(g, r, Condition(function Conditions))
    
    loop
        set f = FirstOfGroup(g)
        exitwhen f == null
        
        call TriggerRegisterUnitEvent(systrigger, f, EVENT_UNIT_DAMAGED)
        
        call GroupRemoveUnit(g, f)
    endloop
    
    call TriggerAddAction(systrigger, function OnDamage)
endfunction

endscope


Both the BJ, the normal UnitDamageTarget and NormalDamageTarget (which uses UnitDamageTarget) dont work.

Here an example of the output (the crit modifier is x2):
Code:
39.286
37.500
33.929
60.587
108.911
193.197
344.995
616.063
1100.113
1964.487
3508.013
6264.309

From 33.929, it instantly outputted the big values that follow it.
 
Before and after
JASS:
call UnitDamageTargetBJ(damager, source, damage * GetCritCritModifier(damager), ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL)

put

before, and put

after.
-->
JASS:
call DisableTrigger(GetTriggeringTrigger())
call UnitDamageTargetBJ(damager, source, damage * GetCritCritModifier(damager), ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL)
call EnableTrigger(GetTriggeringTrigger())

You have an infinite loop otherwise.

Just want to let you know you will also crit on spell damage, new units in the map won't be able to be critted on, etc... (reasons Damage exists). But you're welcome to do as you like. :)
 
Lol, what a dumb mistake :p Thanks a lot, Jesus4Lyf ;) +rep

I already have a function for spell crits and heal crits :) (just called inside the spell code), but I do know Damage anyways. I'll maybe use it for blocking, but I'm just doing some testing right now.
 
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