- Joined
- Jun 12, 2010
- Messages
- 413
There are many problems with the approach you are currently using:
To change the points above, the system would have to be completely redone. And I don't think coding a new DDS is even worth it until 1.31, since we already have well-tested and extensively capable ones lying around.
- Since you use timers, it is pretty inneficient. Considering this is GUI code, the map might lag quite a bit if you have a large number of units in it.
- This approach doesn't allow you to detect if the damage was magical damage or physical damage, somthing damage detection systems have been able to do for a while now.
- You provide almost no configuration. To disable the damage tags, I have to actually go into the code.
- The system does not detect the source of the damage.
- The system does not detect the damage at the moment which it is dealt. This means you cannot stop the damage from being dealt, if the unit dies.
To change the points above, the system would have to be completely redone. And I don't think coding a new DDS is even worth it until 1.31, since we already have well-tested and extensively capable ones lying around.
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