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Sdkhook damagetype dmg_acid
Sdkhook damagetype dmg_acid










sdkhook damagetype dmg_acid
  1. Sdkhook damagetype dmg_acid full#
  2. Sdkhook damagetype dmg_acid code#

Therefore I recommend setting NextDamageType prior to dealing damage.

Sdkhook damagetype dmg_acid code#

This can give incorrect readings if the user has not identified to Damage Engine that it is code damage. IsDamageCode - Determine if the damage was dealt natively or by the user.IsDamageSpell, IsDamageRanged, IsDamageMelee - determine the source category of damage dealt.DamageEventArmorPierced - if DAMAGE_TYPE_NORMAL, how much armor was set to be ignored by the user.DamageEventDefenseT - the defense type (Hero, Fortified, Unarmored, etc.).DamageEventArmorT - the armor type (Flesh, Stone, Ethereal, etc.).It is always NONE for spells and almost always NONE for ranged attacks. DamageEventWeaponT - the weapon type determines if an attack plays some kind of sound on attack (ie.

sdkhook damagetype dmg_acid

  • DamageEventDamageT - the damage type - for comprehensive info, click here.
  • DamageEventAttackT - the attack type (Chaos, Spells, Pierce, etc.).
  • DamageEventPrevAmt - the amount of damage prior to being modified by the game engine.
  • DamageEventAmount - the amount of damage the unit will receive.
  • DamageEventTarget - the unit receiving the damage.
  • DamageEventSource - the unit dealing the damage.
  • You have access to the following variables for reference:
  • Detect damage: use the event " DamageEvent Equal to 1.00".
  • Detect when the same unit was hit simultaneously by the same source via DamageEventLevel > 1.
  • Detect when multiple targets were hit simultaneously via DamageEventAOE > 1.
  • Custom DamageType association available to be set before and/or during damage event.
  • Does not require you to know nor use Jass NewGen Pack nor any custom script.
  • Damage Blocking, reducing, amplifying and/or conversion to healing.
  • As of 5.4, it is now completely recursion-proof.
  • Does not require any Object Editor data nor Unit Indexer.
  • Differentiate between Ranged, Melee, Spell or other types of attack.
  • Correctly distribute/negate Spirit Link damage.
  • Fully cross-compatible with every major DDS - vJass and GUI alike.
  • Access to the view and change the damage amount before and/or after reduction by armor, armor type and shields.
  • Damage Type, Attack Type, Weapon Type, Armor Type and Defense Type detection and modification to alter/understand the fundamentals of WarCraft 3's damage processing.
  • I hope you find this to be useful, and I also hope that it will help you in developing your map to be more dynamic what than you had previously thought possible. All of the functionality of prior DDS systems has been infused into Damage Engine 5.7, and as such the transition to a "one size fits all" DDS is complete. It wouldn't be until much later when Damage Engine would resurface and use the same technique in order to be more useful for the community.įast forward to 2020, and you'll find not only that cross-compatibility with Weep's and LFH's systems are incorporated, but the most popular DDS systems in existence - even vJass ones - are fully supported via stripped-down API wrappers. had identified an extremely useful technique with negative spell resistance being used to detect spell damage, and for a time his Physical Damage Detection system became the new standard. What started with humble beginnings to bring a Unit Indexer-based version of DDS to GUI users to improve on the previous standard (at the time it was Weep's GDDS) would eventually evolve to incorporate other aspects of damage systems out there.

    Sdkhook damagetype dmg_acid full#

    Damage Engine is the most adapted DDS in existence to take full advantage of the new damage detection natives, and is constantly evaluated and scrutinized by both the community and myself for performance improvements, bug fixes and new features alike. Whether you're looking for a simple DDS (Damage Detection System), need to modify damage or even if you want a complex network of damage pre-and post-processing, this resource is for you. One Damage Engine to bring them all and in cross-compatibility unite them. One Damage Engine to rule them all, One Damage Engine to find them, In the Land of the Hive where the Workshop lies. Nine competing Damage systems, doomed to die, Seven vJass Damage systems for the JASS-heads on their pedestals high, Three GUI Damage systems for the community of The Hive,












    Sdkhook damagetype dmg_acid