# Triggering Damage Attempted Vitals
Grammar — Triggering damage attempted to vitals
Flags —Native|Function
Returns the triggering damage amount attempted to vitals. This is the damage done before clamping against the amount of life the target unit has. Modified by damage responses.
Returns — fixed
native fixed EventUnitDamageAttemptedVitals();
# Supported triggers
- Unit Takes Damage — TriggerAddEventUnitDamaged
# Related
Category: Unit / Combat
- Get Unit Damage Dealt Time —
fixed— UnitGetDamageDealtTime - Get Unit Damage Taken Time —
fixed— UnitGetDamageTakenTime - Weapon Used In Attack —
string<gamelink::Weapon> — EventUnitGetWeapon - Item Used In Attack —
unit— EventUnitGetItem - Item Type Used In Attack —
string<gamelink::Item> — EventUnitGetItemType - Unit Dies —
void— TriggerAddEventUnitDied - Killing Unit —
unit— libNtve_gf_KillingUnit - Killing Player —
int— libNtve_gf_KillingPlayer - Triggering Death Type Check —
bool— EventUnitDamageDeathCheck - Unit Is Being Removed —
void— TriggerAddEventUnitRemoved - Unit Starts Attacking (Deprecated) —
void— TriggerAddEventUnitStartedAttack - Unit Starts Attacking —
void— TriggerAddEventUnitStartedAttack2 - Unit Is Attacked (Deprecated) —
void— TriggerAddEventUnitAttacked - Unit Is Attacked —
void— TriggerAddEventUnitAttacked2 - Attacking Unit —
unit— EventUnitTarget - Unit Absorbs Damage —
void— TriggerAddEventUnitDamageAbsorbed - Unit Takes Damage —
void— TriggerAddEventUnitDamaged - Damaging Unit —
unit— EventUnitDamageSourceUnit - Damaging Player —
int— EventUnitDamageSourcePlayer - Damaging Effect —
string<gamelink::Effect> — EventUnitDamageEffect - Triggering Damage Taken —
fixed— EventUnitDamageAmount - Triggering Damage Attempted —
fixed— EventUnitDamageAttempted - Triggering Damage Attempted Vitals —
fixed— EventUnitDamageAttemptedVitals - Triggering Damage Absorbed —
fixed— EventUnitDamageAbsorbed - Triggering Damage Behavior Shield —
fixed— EventUnitDamageBehaviorShield - Triggering Vitals Leeched —
fixed— EventUnitDamageVitalsLeeched - Triggering Unit Kill XP —
int— EventUnitDamageKillXP - Damage Source Position —
point— EventUnitDamageSourcePoint - Unit is Healed —
void— TriggerAddEventUnitHealed - Healing Unit —
unit— EventUnitHealLaunchUnit - Healing Player —
int— EventUnitHealLaunchPlayer - Triggering Heal Vital Type —
int<preset::UnitVitalType> — EventUnitHealVital - Triggering Heal Given —
fixed— EventUnitHealAmount - Healing Effect —
string<gamelink::Effect> — EventUnitHealEffect - Unit Spends Vital —
void— TriggerAddEventUnitSpendVital - Triggering Spent Vital Type —
int<preset::UnitVitalType> — EventUnitSpentVitalVital - Triggering Vital Spent —
fixed— EventUnitSpentVitalAmount - Unit Acquires Target —
void— TriggerAddEventUnitAcquiredTarget - Acquired Target —
unit— libNtve_gf_AcquiredTarget - Unit Is Revived —
void— TriggerAddEventUnitRevive - Triggering Victim Unit —
unit— EventUnitVictimUnit - Triggering Item Used —
unit— EventUnitItemUsed - Triggering Effect Used —
string<gamelink::Effect> — EventUnitEffectUsed
# Examples
mods/heroesdata.stormmod — base.stormdata/TriggerLibs/SoundLib.galaxy:1371
lv_damagingPlayer = EventUnitDamageSourcePlayer();
lv_triggeringUnit = EventUnit();
lv_damageAttempted = EventUnitDamageAttemptedVitals();
lv_damageAbsorbed = EventUnitDamageBehaviorShield();
if ((lv_damageAttempted < 1.0) && (lv_damageAbsorbed < 1.0)) {
mods/heroesdata.stormmod — base.stormdata/TriggerLibs/SoundLib.galaxy:1378
if ((lv_triggeringPlayer >= 1) && (lv_triggeringPlayer <= libCore_gv_bALMaxPlayers) && (UnitTestState(lv_triggeringUnit, c_unitStateHallucination) == false) && (lv_damagingPlayer != UnitGetOwner(lv_triggeringUnit)) && (UnitTestState(lv_triggeringUnit, c_unitStateInvulnerable) == false) && ((lv_triggeringUnit == libGame_gv_players[lv_triggeringPlayer].lv_heroUnit) || (lv_triggeringUnit == libGame_gv_players[lv_triggeringPlayer].lv_activeVehicle))) {
lv_damageDone = Round((EventUnitDamageAttemptedVitals() + EventUnitDamageBehaviorShield()));
libSond_gf_HeroVOHeroGetHitResponse(lv_damageDone, lv_triggeringUnit);
}