| 09-04-2007, 03:44 AM | #1 |
Dusk originally sparked my interested in this concept, and a need has recently arisen for its use previously, when I wanted to negate, or reduce damage, I would just detect when a unit was damaged, and in that same function, carry out my wanted effects, w/o a care in the world.... until Dusk came along it has now come to my attention that, in that same function, that fires on EVENT_UNIT_DAMAGED, anything done is before the damage is taken, however, running a timer with an expiration of 0.0, and completing effects in its function, will be after the damage is taken I figured the easiest way to complete future spells with similar effects, would be to simply, set a units max and current life to some obscene amount, then in the timer's function, reset it and do effects wanted this would eliminate the need for seeing whether total damage> or < current hp, or max hp for that matter, and determining this that and the other thing, with the only needed condition that the final damage you want done is less then the units current health in anycase, I have run into some trouble, as far as increasing and reducing the units max life (and getting spells of this type to work in general), thus, it would be greatly appreciated if someone would share their method for coding similar spells, that I might be learned thx |
| 09-04-2007, 05:49 AM | #2 |
What? I really don't get what you're saying. |
| 09-04-2007, 02:53 PM | #3 |
ah yes, forgot that existed, sarcasm aside, thnx |
