Snippet Set Damage

vypur85

Hibernate
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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: 582
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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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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
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> 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
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Would this work with any item ability that isn't levelable?
 

vypur85

Hibernate
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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.
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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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