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[Suggestion] Expose information about attacks being currently in progress

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  • [Suggestion] Expose information about attacks being currently in progress

    In events like "OnOrbImpact", OnAttackStart", "OnAttackLanded", and OnAttack" it would be helpful to be able to use some information about the attack like the actual damage of the attack or if the attack will miss.

    Some abilities want to work on the exact damage an attack would do. For example you might want to mana burn scaling with attack damage. Currently you would have to use caster:AttackDamage or caster:GetAverageTrueAttackDamage which work but are not exact. Having this available would be helpful.
    If this is taken a step further you would even be able to change those values on the fly. It could include things like projectile speed so you could make an orb effect that can change it's speed over time for example.

  • #2
    You should look into damage filters, which were recently added and give you much more control. tutorial_assist_game has an example:

    Code:
    GameRules:GetGameModeEntity():SetDamageFilter( Dynamic_Wrap( CTutorialAG, "FilterDamage" ), self )
    Code:
    function CTutorialAG:FilterDamage( filterTable )
    --	for k, v in pairs( filterTable ) do
    --		print("Damage: " .. k .. " " .. tostring(v) )
    --	end
    
    	if ( filterTable["entindex_victim_const"] == nil or filterTable["entindex_attacker_const"] == nil ) then
    --		for k, v in pairs( filterTable ) do
    --			print("Damage: " .. k .. " " .. tostring(v) )
    --		end		
    		return true
    	end
    
    	local hVictim = EntIndexToHScript( filterTable["entindex_victim_const"] )
    	local hAttacker = EntIndexToHScript( filterTable["entindex_attacker_const"] )
    
    	if ( hVictim ~= nil ) then
    		if ( hVictim:IsBoss() ) then
    			self:_IncrementAlert( ALERT_ROSHAN, 1.0 )
    		end
    	end
    
    	local heroUnit = PlayerResource:GetSelectedHeroEntity( 0 )
    
    	if ( hVictim ~= nil and hAttacker ~= nil and heroUnit ~= nil ) then
    		if ( hVictim:IsCreep() and hAttacker:IsCreep() and hVictim:GetTeamNumber() == heroUnit:GetTeamNumber() and not self._bLateGame ) then
    			if ( hVictim:GetRangeToUnit( heroUnit ) < 800 ) then
    --				print("Want to increase creep damage " .. tostring(filterTable["damage"]) .. " -> " .. tostring(1.15*filterTable["damage"]) )
    				filterTable["damage"] = 1.15*filterTable["damage"]
    			end
    		end
    	end
    
    
    	return true
    end

    I believe the return value indicates whether the attack should hit or not.

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