Moderator
M
Moderator
07:42, 17th Aug 2012
Magtheridon96:
Approved.
You should add a disclaimer.
Users should not give durability to items with charges. (Nevermind)
Actually, you can make the charges optional with a configurable boolean.
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Since you're using Bribe's DamageEngine, this is totally not needed
Just get rid of that code, and everything'll run fine.
Magtheridon96:
Approved.
Users should not give durability to items with charges.
Actually, you can make the charges optional with a configurable boolean.
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- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
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Loop - Actions
- Unit Group - Add (Picked unit) to ID_Group
- Trigger - Add to ID Takes Damage <gen> the event (Unit - (Picked unit) Takes damage)
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Loop - Actions
Just get rid of that code, and everything'll run fine.
Okay, this is a really nice system, and the configuration is excellent.
The only thing I don't like is the fact that it uses it's own form of damage detection :/
The problem is, units are going to enter the map very often in a real game and die.
And what happens to the event registered for those units on the damage trigger? Nothing, they leak, and make everything slower.
Damage detection systems solve this by recycling the trigger every time a certain number of units is deindexed. (15 is the most commonly used value, but Nestharus uses 80.)
Really, the best solution is to use Bribe's DamageEngine here, because if you're going to make so many Stand-alone systems, than you're going to end up with a slow map since every system would have it's own damage detection code, it's onIndex/onDeindex code, etc...
You can treat Bribe's Damage Engine as a standard library.
No one would mind if you would use it or not, because they're likely already using it in their maps, and importing it is something you'd have to do only once.
Bribe's UnitIndexer is also very standard as well.
Using Bribe's DamageEngine would also increase the usability of this system.
The majority of people move forward.
They move from using no damage detection system, to using a damage detection system.
They do not move from using a damage detection system, to using no damage detection system.
So, your resource is actually becoming less usable as time progresses.
The /sane/ people who use damage detection systems would not use this because it uses it's own form of damage detection, and if they /do/ use it, they're going to have to modify the triggers quite a lot.
The people who don't use damage detection systems will use this.
But, they will likely use other systems too, possibly systems that use a standard Damage detection library. At that point, if they are /sane/ enough, they would start taking advantage of damage detectors, and they will end up having to modify your system to use whichever standard library you're using.
Requirements are not a bad thing.
They are a good thing.
They only need to be installed once per map, and the benefits are immense.
I really need people to stop having this ideology that requirements are something terrible that we should all try to avoid as much as possible, it just kills modularity, speed, and because of the increased code length, readability, so it's not a Win-Win, it's a Win-lose-lose-lose :/
Thank you for taking the time to read this lengthy piece of text.
Actually, I don't even know how long it is because this Moderator Review is pretty small, lol.
The only thing I don't like is the fact that it uses it's own form of damage detection :/
The problem is, units are going to enter the map very often in a real game and die.
And what happens to the event registered for those units on the damage trigger? Nothing, they leak, and make everything slower.
Damage detection systems solve this by recycling the trigger every time a certain number of units is deindexed. (15 is the most commonly used value, but Nestharus uses 80.)
Really, the best solution is to use Bribe's DamageEngine here, because if you're going to make so many Stand-alone systems, than you're going to end up with a slow map since every system would have it's own damage detection code, it's onIndex/onDeindex code, etc...
You can treat Bribe's Damage Engine as a standard library.
No one would mind if you would use it or not, because they're likely already using it in their maps, and importing it is something you'd have to do only once.
Bribe's UnitIndexer is also very standard as well.
Using Bribe's DamageEngine would also increase the usability of this system.
The majority of people move forward.
They move from using no damage detection system, to using a damage detection system.
They do not move from using a damage detection system, to using no damage detection system.
So, your resource is actually becoming less usable as time progresses.
The /sane/ people who use damage detection systems would not use this because it uses it's own form of damage detection, and if they /do/ use it, they're going to have to modify the triggers quite a lot.
The people who don't use damage detection systems will use this.
But, they will likely use other systems too, possibly systems that use a standard Damage detection library. At that point, if they are /sane/ enough, they would start taking advantage of damage detectors, and they will end up having to modify your system to use whichever standard library you're using.
Requirements are not a bad thing.
They are a good thing.
They only need to be installed once per map, and the benefits are immense.
I really need people to stop having this ideology that requirements are something terrible that we should all try to avoid as much as possible, it just kills modularity, speed, and because of the increased code length, readability, so it's not a Win-Win, it's a Win-lose-lose-lose :/
Thank you for taking the time to read this lengthy piece of text.
Actually, I don't even know how long it is because this Moderator Review is pretty small, lol.