Dirac
22710180
- Reaction score
- 147
This system provides global damage detection as well, just use the RegisterGlobalDamage function or get DamageMods which are much more useful.This dynamic approach to damage detection seems to only make sense in games like tower defenses(or where only some units need damage detection/modification). Though I really do like the style of this it's much easier to deal with full encompassing where all units are effected on default like using Purge's Damage Control with Damage Event than this for when you need damage detected for every unit. I mean this dynamic approach doesn't seem useful for rpgs where every unit needs damage detection/modification in my opinion.
You might want to recheck how Armor is calculated, it's now very accurate and dosn't use unit specific damage. The "Armor" resource i submitted should be graveyard as now the armor can be adquired throgh the function GetUnitArmor this system provides.Also I don't like that you implemented the Armor checks in this because you are basically using an single damage and check reduction approach. The problem arises with varying damage like a unit deals 50-100 dmg the unit hit may get like 60 dmg or 80 dmg and it could still be the same armor value. The only right way to deal with armor and armor value would be to store unit's armor values in tables; but that gets kinda ugly as well.