Snippet Set Damage

vypur85

Hibernate
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803
This is a simple system which allows you to set/add a unit's damage to a certain value, determined by you. At the moment, the system only allows you to set/add up to 99999 damage at max. Not sure if this has been submitted before though.

How to implement:
  1. Copy Damage System Init and Damage System triggers to your map.
  2. You need to have 5 Item Damage Bonus abilities, 10 levels each. The damage amount is adjusted accordingly for each ability (check out the map).
  3. And you're done.
  4. To SET the damage to a unit, set Int_DamageSys_SETdamage to your desired value and Unit_DamageSys_Unit to your desired unit, and then RUN the Damage System trigger.
  5. To ADD the damage to a unit, set Int_DamageSys_ADDdamage to your desired value and Unit_DamageSys_Unit to your desired unit, and then RUN the Damage System trigger.

Example of usage:
Code:
Some trigger
    Events
    Conditions
    Actions
        Set Int_DamageSys_SETdamage = 12
        Set Unit_DamageSys_Unit = (Triggering unit)
        Trigger - Run Damage System <gen> (checking conditions)
This will set the Triggering unit's damage to 12.

Triggers:
Code:
Damage System Init
    Events
        Map initialization
    Conditions
    Actions
        Set Int_DamageSys_DigitCount = 5
        Set Abi_DamageSys_Damage[1] = Damage (1x) 
        Set Abi_DamageSys_Damage[2] = Damage (10x) 
        Set Abi_DamageSys_Damage[3] = Damage (100x) 
        Set Abi_DamageSys_Damage[4] = Damage (1000x) 
        Set Abi_DamageSys_Damage[5] = Damage (10000x)

Code:
Damage System
    Events
    Conditions
    Actions
        -------- Required if unit does not have the dummy ability to begin with --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Abi_DamageSys_Damage[1] for Unit_DamageSys_Unit) Equal to 0
            Then - Actions
                For each (Integer A) from 1 to Int_DamageSys_DigitCount, do (Actions)
                    Loop - Actions
                        Unit - Add Abi_DamageSys_Damage[(Integer A)] to Unit_DamageSys_Unit
            Else - Actions
        -------- Determine Current Damage --------
        Set Int_DamageSys_CurrentDmg = 0
        For each (Integer A) from 1 to Int_DamageSys_DigitCount, do (Actions)
            Loop - Actions
                Set Int_DamageSys_CurrentDmg = (Int_DamageSys_CurrentDmg + (((Level of Abi_DamageSys_Damage[(Integer A)] for Unit_DamageSys_Unit) - 1) x (Integer((Power(10.00, ((Real((Integer A))) - 1.00)))))))
        -------- Add Damage --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Int_DamageSys_ADDdamage Greater than 0
            Then - Actions
                Set Int_DamageSys_ADDdamage = (Int_DamageSys_ADDdamage + Int_DamageSys_CurrentDmg)
                For each (Integer A) from 1 to Int_DamageSys_DigitCount, do (Actions)
                    Loop - Actions
                        Set Int_General = ((Int_DamageSys_ADDdamage mod (Integer((Power(10.00, (Real((Integer A)))))))) / (Integer((Power(10.00, ((Real((Integer A))) - 1.00))))))
                        Unit - Set level of Abi_DamageSys_Damage[(Integer A)] for Unit_DamageSys_Unit to (Int_General + 1)
            Else - Actions
                For each (Integer A) from 1 to Int_DamageSys_DigitCount, do (Actions)
                    Loop - Actions
                        Unit - Set level of Abi_DamageSys_Damage[(Integer A)] for Unit_DamageSys_Unit to 1
                        Set Int_General = ((Int_DamageSys_SETdamage mod (Integer((Power(10.00, (Real((Integer A)))))))) / (Integer((Power(10.00, ((Real((Integer A))) - 1.00))))))
                        Unit - Set level of Abi_DamageSys_Damage[(Integer A)] for Unit_DamageSys_Unit to (Int_General + 1)
        Set Int_DamageSys_ADDdamage = 0
        Set Int_DamageSys_SETdamage = 0


It's just something simple inspired by Tom Jones set max HP.

Additional note:
The system above is also usable for setting Armor. All you need to do is to replace Item Damage Bonus to Item Armor Bonus.

Hope you like it.
 

Attachments

  • Damage System.w3x
    19.6 KB · Views: 577
Reaction score
91
It could be useful if it was Jass and UnitProperties/Bonus didn't exist. Still, it's a good feature for the GUI users. :thup:
 

Igor_Z

You can change this now in User CP.
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61
Very good job. Originnaly requested by me. Vypur85 - Very nice idea. I couldn't thought of that for a milion years :), joking... Gonna return the favour in anyway as possible ;). Take care
 

vypur85

Hibernate
Reaction score
803
> easier to read whit GUi tags

I despise WC3 tags :p. I hate it when it wraps the texts, which makes them harder and confusing to read. Code tags are better :).
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
Would this work with any item ability that isn't levelable?
 

vypur85

Hibernate
Reaction score
803
Don't get you. What do you mean item ability that isn't levelable?

It works as it should - by setting damage values of certain unit of your liking. :)
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
612
It only works for units, if that's what you mean. You can't set the damage of items, but you can detect the item and set damage that way.
 
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