| 06-21-2009, 03:28 PM | #1 |
Hi guys, I am making a critical strike ability spell using ADamage (I use ABuff so I don't have much choice). However I have one question: Before changing the damage, or do anything, should I start a timer with 0 timeout and then do the extra damage thin on another function? |
| 06-21-2009, 03:37 PM | #2 |
If ADamage doesn't offer a non triggered way to deal damage, then you have problems, and running it into another timer doesn't do anything. |
| 06-21-2009, 03:45 PM | #3 |
Damn .... ADamage doesn't have a proper way to do that ... but fortunately for me xedamage has xD I always use these 2 in combination, just like Ani taught me. So the timer problem is useless ... Thx moyack ! rep++! |
| 06-21-2009, 04:16 PM | #4 | |
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| 06-21-2009, 04:52 PM | #5 | |
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Why do I have to use a timer in a critical strike spell? I mean what is the advantage? |
| 06-21-2009, 08:51 PM | #6 | |
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| 06-22-2009, 07:28 AM | #7 | |
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One question though, if I don't increase the damage I deal, but only change it's type, let's say, from normal to chaos, I also need the timer correct? |
| 06-22-2009, 07:54 AM | #8 |
I don't really understand the question. Change the type of what damage, the bonus damage? If you're dealing bonus damage, then that means you are "increasing" the base damage, so what do you mean with "if I don't increase the damage"? You can't really change the type of the original damage with triggers, after the damage is dealt it is type-less anyway. Really, I don't get what you're trying to say, but any damage being dealt in response to other damage should be dealt after a 0.0 second timer when using ADamage, as it's noted in the ADamage documentation if you'd care to read it. That's why I made DamageEvent, to get rid of this silly limitation. |
| 06-22-2009, 08:10 AM | #9 | |
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| 06-22-2009, 08:47 AM | #10 | ||
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