Name | Type | is_array | initial_value |
dontCopy_String | string | No | |
dontCopy_tempLoc | location | Yes | |
dontCopy_Unit | unit | Yes | |
GDoT_Active | boolean | Yes | |
GDoT_AttackType | attacktype | Yes | |
GDoT_Caster | unit | Yes | |
GDoT_Current | integer | No | |
GDoT_DamageType | damagetype | Yes | |
GDoT_DebugMode | boolean | No | |
GDoT_DmgFrequency | real | Yes | |
GDoT_DmgFx | effect | Yes | |
GDoT_DpS | real | Yes | |
GDoT_EventTotalDmg | real | No | |
GDoT_Freq | real | Yes | |
GDoT_HitAmount | integer | Yes | |
GDoT_Int | integer | No | |
GDoT_INTERVAL | real | No | |
GDoT_Iterator | timer | No | |
GDoT_MaxIndex | integer | No | |
GDoT_Next | integer | Yes | |
GDoT_Prev | integer | Yes | |
GDoT_Recycle | integer | Yes | |
GDoT_Target | unit | Yes | |
GDoT_TempFx | effect | No | |
GDoT_UseWrapper | boolean | No | |
GDoTEvent_Caster | unit | No | |
GDoTEvent_DpS | real | No | |
GDoTEvent_EndDoT | real | No | |
GDoTEvent_OnDamage | real | No | |
GDoTEvent_Target | unit | No | |
GDoTRegister_AttackType | attacktype | No | |
GDoTRegister_Caster | unit | No | |
GDoTRegister_DamageType | damagetype | No | |
GDoTRegister_DmgEffect | string | No | |
GDoTRegister_DmgFrequency | real | No | |
GDoTRegister_Duration | real | No | |
GDoTRegister_FxAttachPoint | string | No | |
GDoTRegister_Target | unit | No | |
GDoTRegister_TotalDamage | real | No |
//TESH.scrollpos=0
//TESH.alwaysfold=0
Welcome to GDoT (GUI Damage over Time) system
v1.0 by Reventhous
Hard time making spells?
Meet your friend GDoT v1.0. This system ables to:-
-damage target overtime with ease
-shorten your code
-make your code faster
-make a simple MUI spell
It also contain its own event.
-GDoT_OnHitEvent = 1.00 (when the target receives damage)
-GDoT_EndDoTEvent = 1.00 (when the DoT ends)
Those event will provides.
-GDoT_EventCaster (the DoT damager)
-GDoT_EventTarget (the DoT target)
-GDoT_EventDpS (the damage amount per hit)
This system is still a beta version. So, please report
to me if you found bugs or leaks. Some idea for the next update are
also welcomed.
Note: You're free to edit everything, credit goes to me :)