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Do you use a DDS to detect when the attack has connected and then replace the actual attack with your own, or do you have a different method. I'd be interested to know
@Spellbound I use Bribe's one, to be exact. (because the default auto-cast abilities didn't cut it)
The system detects when the unit deals damage to a target with its instant attack, then the attack damage is nullified and the actual spell (special attack) fires.
So yeah, you are right
@xISLx I had a system that did just that, but I overcomplicated it and it ended up breaking. Never quite bothered to remake it after that. However, with the new natives coming out, hopefully we'll get an event that fires right before an attack connects/missile launches.
@Spellbound Agree on that, the new natives only make it better
The damage engine allows for a lot of awesome things to be done, and the only problem I had with it was that multiple trigger abilities that would interact with the damage dealt or taken (passives, buffs, auras) would interact with each other in the way where the final damage ends up calculated as (((Damage*1.2)*1.2)*1.2) instead of (Damage*1.6), so I had find a way around (and rewrite all of the similar spells I had before)
Btw, I think everyone had that "I overcomplicated my code and it broke, so I decided to bury it" at least once in their lives
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