Thread: xe0.9
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Old 08-09-2008, 02:02 PM   #30
Vexorian
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Hero Contest #3 - 2nd Place

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There's no way right now to make that intuitive damage system supported by xedamage without making it a requirement.

I was going to have something like:

Collapse JASS:
local xedamage xd = xedamage.create()
    set xd.dtype=DAMAGE_TYPE_FIRE
    set xd.atype=ATTACK_TYPE_SPELL
    //perform damage


Then in a damage event you can:
Collapse JASS:
    if (xedamage.isInUse()) then
          call AnnounceWasUsed( xe.CurrentDamageType, xe.CurrentAttackType)
    endif

I don't like the whole stuff about declaring new damage types incompatible with the ones we already used so much, considering there are so many elements declared as damage types already.
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Zoom (requires log in)Wc3 map optimizer 5.0
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Zoom (requires log in)JassHelper 0.A.2.A
Turns your simple code into something that is complicated enough to work.
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