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Old 08-10-2008, 12:02 AM   #31
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that means, you can detect what attack type and damage type was used? then possibly reduce that damage later, or increase it?

if thats how it works, ill not update my map til the module will be released, because updating my map means, creating more elemental heroes, and creating elemental heroes, means more triggered damage spells based on intuitive damage system, then if i used ur module, ill be recreating those triggers again, what a waste of time

does xedamage come up with a new damage detect event?
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Old 08-10-2008, 12:07 AM   #32
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No.

Actually, it should be easy to get an alike module for xedamage that uses Dusk's system.

XE is supposed to be modular and have replaceable parts.

However, Dusk picking integers instead of true damage types will always make integration harder.
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Old 08-10-2008, 05:30 AM   #33
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ok, maybe ill wait for xedamage and see what can i do for my map
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Old 08-11-2008, 09:25 PM   #34
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will u add over time methods or smth like that??
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Old 08-12-2008, 11:42 AM   #35
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So is xe like an open standard or just part of the caster system replacement?
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Old 08-12-2008, 01:30 PM   #36
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neither?
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Old 08-13-2008, 01:41 PM   #37
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Quote:
Originally Posted by waaaks
ok, maybe ill wait for xedamage and see what can i do for my map
I decided xedamage is so freaking flexible it can both support both integer damage types and blizz' damage types. So, Dusk's compatibility wouldn't be an issue.
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Old 08-14-2008, 12:07 AM   #38
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Quote:
I decided xedamage is so freaking flexible it can both support both integer damage types and blizz' damage types. So, Dusk's compatibility wouldn't be an issue.
w0w, thats nice, i cant wait...^^
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Old 08-15-2008, 03:29 AM   #39
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update time?
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Old 08-15-2008, 04:32 AM   #40
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atlast, now trying the system, btw, please fix ur first post
Quote:
Just what intends to succeed the caster system, at least right now I am more inclined towards using it instead of the cs. Right now it is offering some few functionality:
- Ability preloading.
- movable special effects.
- dummy casters
- damage module
from the xedamage readme
Quote:
implementation
--------------
Just copy the xecast trigger to your map.
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Old 08-15-2008, 03:22 PM   #41
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Ouch, will have to make another update.

That documentation bug can wait, I guess.
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Old 08-16-2008, 01:55 AM   #42
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yup, as long as the reader has enough common sense
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Old 08-28-2008, 10:07 PM   #43
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I'm not sure if you fixed the stuff I mentioned on irc yet, so I'll post it here as a reminder.

The xefx documentation has an error in the "playercolor teamcolor" section.
If you set a unit type requirement for xedamage, the method .allowedTarget will ignore it and may return true for units that don't match the requirement.

Last, a suggestion: xedamage could use effect parameters (a string for path and a string for attachment point), so it could display an effect on a unit when dealing more than 0 damage. Without that, the castOnAoE method is pretty useless, since currently whenever you want an effect associated with an AoE damage you have to enum the units in range and check if they're allowed targets anyway, so you might as well use the damageTarget method while you're at it.
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Old 09-12-2008, 01:41 AM   #44
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Nice job..So im going to abandon CS and learning XE,..Well..much need your support by giving us more samples as you did with CS (Very educational)
btw..still, to recycle timer and group i need to implement CSSafety and CSData...will this conflict?
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Old 09-12-2008, 02:52 AM   #45
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It won't conflict. But you are much better using TimerUtils, also, so shouldn't recycle groups, it is a better idea to use static groups directly, ReleaseGroup/NewGroup are meant to help you fix old code but it is not a good idea to use them (or DestroyGroup) in new code.

I finished xecollider 's code (collision missiles replacement ) I think though that I am gonna need a good sample and documentation for this one.
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