Wrda
Spell Reviewer
- Joined
- Nov 18, 2012
- Messages
- 2,010
First of all: Don't use bj_forLoopAIndex or bj_forLoopBIndex, use your own variable for this one since it was proven to be more effective and faster.
Why even reset the hp of the dummy unit "damage taker" if it is going to be removed? Also, why do you even kill the unit first and then remove? Just remove it instead.
Instead of the wait a timer would be better.
I don't think you need to use the BJ on adding the item
I have doubts about this system because: 1 - The name of it dubious, i thought this would return the full damage ignoring armor and armor type, should be GetUnitItemDamageSum
2 - As i just stated about ignoring armor and armor type, if the user has modified them with other reductions or amplifiers, this won't give the correct result.
3 - At moment your system fails if the unit is a non-hero without inventory
With the new patch, we can not only get the base damage of the unit but the dice and dice sides, and set the cooldown of the attack.
Quick tip: dont tick every option on the tags, this is not a spell, so "target ground" and "target object" shouldn't be included, also "GUI/ Triggers" because this isn't certainly GUI, only vJASS (almost doesn't look like it anyways).
Why even reset the hp of the dummy unit "damage taker" if it is going to be removed? Also, why do you even kill the unit first and then remove? Just remove it instead.
Instead of the wait a timer would be better.
I don't think you need to use the BJ on adding the item
I have doubts about this system because: 1 - The name of it dubious, i thought this would return the full damage ignoring armor and armor type, should be GetUnitItemDamageSum
2 - As i just stated about ignoring armor and armor type, if the user has modified them with other reductions or amplifiers, this won't give the correct result.
3 - At moment your system fails if the unit is a non-hero without inventory
With the new patch, we can not only get the base damage of the unit but the dice and dice sides, and set the cooldown of the attack.
JASS:
call BlzSetUnitAttackCooldown( Unit, 0.01, 1 )
call BlzSetUnitBaseDamage( Unit, BlzGetUnitBaseDamage(Unit, 0), 0 )
call BlzSetUnitDiceNumber( Unit, 4, 0 )
call BlzSetUnitDiceSides( Unit, 1, 0 )
//this is all for the weapon 1
Quick tip: dont tick every option on the tags, this is not a spell, so "target ground" and "target object" shouldn't be included, also "GUI/ Triggers" because this isn't certainly GUI, only vJASS (almost doesn't look like it anyways).