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I hope nobody uploaded similar function like this.
however something like this would be perfect if the unit takes damage event did not exist
no point in running the trigger if there are no units being damaged
no point checking every unit on the map if they are damaged or not
however something like this would be perfect if the unit takes damage event did not exist
Unit takes damage works only for units you can sellect in editor,
this function works for every units in the map. (trigger created, summoned etc.)
And this system is easy and not that lagy as you think.
For maps where are not such lot of units its good in my opinion.
And also good for trigger beginners.
That thing you'r saying, is possible only if the two spells are casted on the same target before 0.03 seconds, which is almost impossible.
I also tryed to attack with big amout of units to the same target at once, the system detected every damage.
That thing you'r saying, is possible only if the two spells are casted on the same target before 0.03 seconds, which is almost impossible.
I also tryed to attack with big amout of units to the same target at once, the system detected every damage.
struct Test extends array
private static method onDamage takes nothing returns nothing
endmethod
implement DDS
endstruct