Oooooh you son of a sneaky dog :)
Got this so far when you released your damage type variables... guess this is no longer needed... :/
scope GlobalDamageHandling initializer init
struct UnitDamageData extends array
// -- damage types --
real physDamMin
real...
Well I don't want to go down that road with the frost ability thingie, sounds like what nesth did with his adv damageevent, which led to a few surprises :) (Those pesky wc3 bugs).
Anyways, I'm well on my way to making custom damage types. Though my eye just caught your damage.types varable...
The only reason I'm doing this deduction is to debug if what I had done worked. This is the base of my initial damageprevention. I plan to use my own custom damage and armor types.
Maybe you can implement a module checking or handling custom types? I've seen it handled in IDDS which is actually...
So, I decided to go with the damageMod struct with a priority of 0, since as you mentioned (and that makes sense as this is to be the first thing getting checked) that it runs before anything else.
scope tester initializer init
private function OnInitialDamage takes nothing returns...
It's a global event. It is going to be used as a temporary buffer for custom damage calculation of non-scripted damage aka. melee and ranged attacks.
So I should prevent the damage instead of creating a shield I guess?
And as for structs.... I kinda think I know how they work... They're like...
no idea actually since I'm kinda new to this kind of approach to scripting it. Structs confuse me a bit I think.
Can you come up with a small example of how and/or what I should actually use...
My idea is to make a scope with an initializing function calling RegisterGlobalDamage() using...
sorry, what I meant was if it was possible to do it for any unit? cause the way I understand it is that the RegisterGlobalDamage fires the function after damagemods and unit damages, meaning that all damage gets prevented if I use it for a global blocker?
A helping hand?
Well, if you're colourblind then maybe graphical designs are a bit hard for you to do. Not that I wan't to disrespect your work in any way.
Aaaaanyways, just wanted to say that if you want, I could take a look at it, and help you improve it. Or make you one from scratch if...
Hero - Celestial Avenger [Scripting required]
Main Attribute: STR
Skill 1: Divine Wrath
The Celestial Avenger invokes one of many sacred phrases of his god to punish nearby enemies. The more enemies near the Avenger, the greater his fury convinces his god to punish the enemies. While imbued...
Multiboards!! ofcourse (Doh @ me). Me an my forgetfull mind.
Sure thing, variables all the way........ thanks a bunch!!
(Embarrased) ehm btw, how do I add rep to excellent repliers like you guys?
If for only a particular player (player 1 in this case)
Trigger editor: New Action: Visibility - Create Visibility Modifier -> Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Hello everybody.
I am making a 1 vs. 1 city -assault/defense map with a couple of different races for each team. So far I'm doing good, but I've run into a situation that leaves me at a loss.
The explanation:
So far I have 2 races for each team. Human and Elves for the defending team...