Dirac
22710180
- Reaction score
- 147
-Gives you the extremely useful DamageMod extension if needed.Why you should use this above Damage? Ok a few reasons.
-Instead of coding a bunch of checks in order to know whether you would like to register and change some unit's damage (because of a damage modification ability or something similar) You can just enable the damage recognition for the unit using this system, then disable it after using timers (If approved i'll fix the issue that doesn't let you disable it during damage event firing)
-The event responses variables are now globals and you no longer need to declare them each function as a local. (Damage.dealt, Damage.source, etc.)
-Damage by J4L bugs when trying to prevent AoE damage. (Or any kind of damage done simultaneously
-You don't have to declare triggers in order for the system to function (i really hate this about J4L's damage)
-This (similar to Nestharus's damage library) cleans up the leaks generated by events after a certain amount of units are removed or deindexed. Otherwise unused events would stack and stack over the trigger.
-Allows you to retrieve unit armor and unit armor reduction
-Gives you the useful custom DamageType extension if needed.
-Keeps recount of all damage given by all sources or by specific sources (should be an extension)
-Allows you to perfectly attach data to unit damage events, this way you can easily access your ability's instance through damage detection
Fixed the documentation.