[Coding] Damage Detection System

Status
Not open for further replies.
there is also looking for help's DDS

While nes' DDS is very modular, I think it is overcomplicated a bit(bit weird API, requirements that are silly like binary heap)
LFH's is a bit limiting, because it uses the damage type detection as well, which is most likely not needed
Last, there is Coke's DDS, which has no required libraries and no spell requirements, however according to Almia, it has bugs(I never noticed before, but I didnt need to use allocated damage events) and it has no support for removing the handles registered to it(not much of a problem)

I personlly see nothing bad on using Coke's DDS, as you pointed out it allows us to use Shield as well(that requires DamageType tho afaik)
 
LFH's DDS is the bug-free DDS Damage Type Filter system unlike Coke's and Nes' that has bugs.
Here are some pros and cons:
LFH
Pros:
1) 100% bug-free
2) Original
Cons:
1) No trigger refreshing

Nes
Pros:
1) Modular
2) Trigger refreshing
3) One of the best DDS for damage handling
Cons:
1)Frequent Bugs

Cokemonkey:
Pros:
1) ----
Cons:
1)Buggy
2)Not readable
3) no trigger recycling.

It's up to you know to choose your DDS. But I sugget lfh's.
 
to make things more clear, I think that if you cant read what is wrote in private function, you cant say its unreadable, while it is public source, it is not required to be readable
Also he refreshes triggers but not with TriggerRefresher, he is using bucket method, where he has certain amount of bucket instances and checks every 60 seconds if bucket is empty

I would say its pros is that it is so light that you cant make in any faster(look at nes' benchmarks)
 
Status
Not open for further replies.
Back
Top