Spell Damage System

Stringel

New Member
Reaction score
12
Hi,

for a couple of days i've been searching thehelper and other similar sites to find a spell damage system, with no success.

What i want is:
A way to find out if a unit has been damaged with a spell done by a hero (played by a user) and then deal additional damage based on the (intelligence of the hero (include bonuses) / 2).

My problem:
I have found a way to trigger when a unit is damaged, but i can't figure out how to make it only trigger if its a spell. I'll have over 200 spells in total and it would be a pain to have to trigger every spell to deal the damage including the intelligence bonus.

Thanks on forehand and +rep if someone comes up with a good solution.

Stringel
 

Naga'sShadow

Ultra Cool Member
Reaction score
49
Sorry, your out of luck. There's no real way to check if a damaged unit was hit by a spell. You can try checking buffs but that will only work on spells that leave buffs, if it works. You could try including a trigger that would detect when a spell is cast and damage the target. This would only work on single target spells though. Anything with an aoe wouldn't be able to detect the targets and chain spells can't detect beyond the first .
 

Stringel

New Member
Reaction score
12
Sorry, your out of luck. There's no real way to check if a damaged unit was hit by a spell. You can try checking buffs but that will only work on spells that leave buffs, if it works. You could try including a trigger that would detect when a spell is cast and damage the target. This would only work on single target spells though. Anything with an aoe wouldn't be able to detect the targets and chain spells can't detect beyond the first .

This is exactly what i have right now. when a spell is cast i run a trigger checking if someone is hurt, however it doesn't work since when the spell is cast the damage isn't dealt yet, or thats at least my though.

I have read another post where a guy said you could identify damage type, but i haven't found a way to do so. And i maybe didn't understand him right.

But thanks for your input
 

Flare

Stops copies me!
Reaction score
662
Only plausible solution requires orb effects on every unit in your map. Just add some orb effect (Orb of Corruption is probably the easiest, since it's invisible by default, and its effect can be nullified) to all units, and when they are damaged, check if the Orb of Corruption buff is present. If it's not, you should be able to assume that the damage dealt was from a spell. Only issue would be if you wanted to distinguish between various abilities e.g. if you wanted Kaboom (which is physical damage I believe) to be ignored, but Flame Strike (which is magical damage) to count towards the additional damage
 

Stringel

New Member
Reaction score
12
Only plausible solution requires orb effects on every unit in your map. Just add some orb effect (Orb of Corruption is probably the easiest, since it's invisible by default, and its effect can be nullified) to all units, and when they are damaged, check if the Orb of Corruption buff is present. If it's not, you should be able to assume that the damage dealt was from a spell. Only issue would be if you wanted to distinguish between various abilities e.g. if you wanted Kaboom (which is physical damage I believe) to be ignored, but Flame Strike (which is magical damage) to count towards the additional damage

Thanks allot,

This is by far the best solution. But i've found some problem on my way. I have a trigged adding the corruption spell to every unit (including entering units) however im having some difficulties with the actuall "spell damage is caused trigger", this is how it looks right now:
E: Unit takes damage
C: ((Triggering unit) has buff Spell Damage) Equal to True
A: Unit - Cause Damage source to damage [...]
Game - Display to (All Players) for 30.00 seconds the text: damage (just to see if it works)

Now it does show the text if a unit is attacked in some cincumstance, i don't know why. I've set the buff duration to 0.01

Edit: Okey, now it seems to trigger every time someone is hit, and the damage trigger seems to mess everything up, crashing WC3.

Thanks of forehand
Stringel
 

Flare

Stops copies me!
Reaction score
662
Before you deal the damage through the trigger, add
Code:
Trigger - Disable (This trigger)
and afterwards
Code:
Trigger - Enable (This trigger)

C: ((Triggering unit) has buff Spell Damage) Equal to True
Spell Damage is the buff you added to the Orb of Corruption ability? If so, change the True to False. You need to check if the orb effect's buff isn't present, since the buff will only be added when a physical attack is dealt, and you only want spell damage to count, correct?

Also, it's advisable that you remove the buff immediately via trigger i.e.
Code:
Unit - Remove Spell Damage buff from (Triggering Unit)
It's unlikely that damage will occur twice within 0.01s, but you're better safe than sorry :)
 

Stringel

New Member
Reaction score
12
Before you deal the damage through the trigger, add
Code:
Trigger - Disable (This trigger)
and afterwards
Code:
Trigger - Enable (This trigger)


Spell Damage is the buff you added to the Orb of Corruption ability? If so, change the True to False. You need to check if the orb effect's buff isn't present, since the buff will only be added when a physical attack is dealt, and you only want spell damage to count, correct?

Also, it's advisable that you remove the buff immediately via trigger i.e.
Code:
Unit - Remove Spell Damage buff from (Triggering Unit)
It's unlikely that damage will occur twice within 0.01s, but you're better safe than sorry :)

Thanks allot for all your help. You have been very helpful. Now there's only one problem left, how would i go about triggering the damage (int of hero / 2)? i have tried using (damage source) as the damage dealer but it doesn't seem to work.

And is there any way to detect how much spell damage that is recieved?

Stringel
 
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