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#1 |
Procrastination Incarnate
Development Director
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![]() This is a compilation of libraries intended to replace the damage detection and prevention engine ADamage. Originally, this was intended to be merely the next version of ADamage, but some conceptual changes such as moving from damage prevention to more general damage modification made it difficult to maintain backwards compatibility, so I decided to make it a new resource instead which could provide a more general, robust and modular damage detection and modification framework than ADamage. Also, I know some people will like that fact that I gave it a new name.
__________________The resource is split into two libraries:
Last edited by Anitarf : 05-21-2011 at 02:45 PM. |
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#2 |
†6†
Join Date: Oct 2008
Posts: 841
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![]() This is a really cool system, but a bit complecated!!
__________________can you please include a demo-map? would be nice |
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#3 |
User
Join Date: Nov 2006
Posts: 40
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![]() now that there are static ifs and optional library requirements:
why don't you merge the Table and the AutoIndex version into one library - that would make later switching much easier (and they don't seem to be that different from each other anyway) |
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#4 |
Procrastination Incarnate
Development Director
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![]() Well, optional requirements are just that, optional. In this case, however, the requirement isn't optional: either Table or AutoIndex, one of those requirements must be there. Furthermore, I need to declare globals depending on which library is used and I'm not sure I can do that in static ifs.
__________________I suppose I could use static ifs for alternate versions of DamageEvent, though. |
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#5 |
User
Join Date: Mar 2009
Posts: 1,079
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![]() ![]() //* Damage modifiers are implemented as structs that extend the //* system's DamageModifier struct. A damage modifier is created //* for a specific unit and can modify both the damage that the //* unit deals and receives (using the damage and damaged methods //* respectively, see the interface defined at the end of the //* calibration section). Further on, there is no example code. No matter how good your documentation is, an example code is always on top when it comes to user friendly. Some good stuff you did: - Automatic Trigger Refresh - Versions for Table, AutoIndex - Versions for IDDS, LLDD Edit: ![]() // In wc3, damage events sometimes occur when no real damage is dealt, // for example when some spells are cast that don't really deal damage, // also some systems use very small damages to test for valid targets, // so this system will only consider damage events where damage is // higher than this threashold value. private constant real DAMAGE_THRESHOLD = 0.05 Edit2: ![]() public struct shield extends shield_template private ShieldRelay relay static method create takes unit u, integer priority returns shield Edit3: ![]() method damaged takes unit damageSource, real damage returns real //returned real says how much damage to prevent What do you mean with prevent? Elaborate please. Last edited by Anachron : 10-22-2009 at 08:50 AM. |
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#6 | |||||
Procrastination Incarnate
Development Director
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Posts: 1,079
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#8 | ||
Obscurity, the Art
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Procrastination Incarnate
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#11 | ||
Two Blue
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Though he was referring to his system's documentation, I am using that quote to refer to vJass' documentation. If you want to learn, start with English. |
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#12 | ||
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Join Date: Mar 2009
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So what about it? |
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Procrastination Incarnate
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#14 | |
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Two Blue
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