Snippet DampenDamage

Dirac

22710180
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147
JASS:
library DampenDamage /* v1.0.4

*/uses/*
*/  DamageMod   /* thehelper.net/forums/showthread.php/168198-Damage-Mod

A useful tool to handle percentual damage from units.

**********************************************************************/
globals
    private constant integer DAMPEN_DAMAGE_PRIORITY    =2
    //The priority sets before and after which damage mods the damage is
    //prevented.
endglobals
/**********************************************************************
*
*   struct DampenDamage
*
*       -   Modifies unit damage taken by percentual value.
*       -   Takes the unit's custom value as an instance.
*
*       real amount
*           -   Determines how much percentual damage the will be
*           -   modified for the unit.
*       readonly static DamageMod MOD
*           -   The mod used for this code.
*       method addFilter takes code func returns triggercondition
*           -   If the filter returns false then it skips damage
*           -   modification.
*       method removeFilter takes triggercondition whichCondition returns nothing
*           -   Disables the filter
*
*********************************************************************/

    private module DampenDamageModule
        readonly static DamageMod   MOD
        private         trigger     trig
        real                        amount
        
        method addFilter takes code func returns triggercondition
            if null==this.trig then
                set this.trig=CreateTrigger()
            endif
            return TriggerAddCondition(this.trig,Filter(func))
        endmethod
        
        method removeFilter takes triggercondition whichCondition returns nothing
            call TriggerRemoveCondition(this.trig,whichCondition)
        endmethod
        
        private static method onDamage takes nothing returns boolean
            local real result=thistype(Damage.targetId).amount*Damage.dealt
            if result>0 then
                if not(null==thistype(Damage.targetId).trig) then
                    if not(TriggerEvaluate(thistype(Damage.targetId).trig)) then
                        return false
                    endif
                endif
                call Damage.prevent(result)
            endif
            return false
        endmethod
        
        private static method onInit takes nothing returns nothing
            set MOD=DamageMod.create(function thistype.onDamage,DAMPEN_DAMAGE_PRIORITY)
        endmethod
    endmodule
    
    struct DampenDamage extends array
        implement DampenDamageModule
    endstruct
endlibrary
 

Switch33

New Member
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Couldn't people just code these from using the DamageMod library you posted and make their own sort of elemental damage types or damage modifications with times % or minus/plus an number? Whats the point of this? Can you give an example?

(I mean like why would someone use this rather than using just the regular DamageMod thing and coding their own damage modifications?)
 

Dirac

22710180
Reaction score
147
To keep damage modding together and making it easier to handle. Remember that if you want to use custom conditionals you can always use the setFilter method

v1.02
-Fixed encapsulation issues.
-Changed variable name "input" to "amount"
 

Dirac

22710180
Reaction score
147
Update v1.03
-Fixed important bug that was causing the snippet to malfunction
 
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