With my cutom on hit system I have I could make make a custom EffectDamageShield system, that allows checks for long melee weapons to bypass it but is the work worth the return?
Custom EffectDamageShield thought and feedback
Débuté par
ShadowM
, mars 12 2012 11:04
#1
Posté 12 mars 2012 - 11:04
#2
Posté 13 mars 2012 - 01:09
this is a somewhat ambiguous question.
Only you can decide if it is worth while.
I assume you mean to check the item type that the attacker is using against the creature.
Question: How are you implimenting this on hit system for Players?
There isnt actually an onHit event for players, unless you use Armor onHit effects etc.
I would imagine the end result script would be a case of
if GetBaseItemType(oItem) == BASE_ITEM_TRIDENT (as an example
return TRUE;
Then, in the calling parent function, you say
If CanBypassDamageShield(oItem) return; // to exit before applying damage etc
Like I said - its all worthwhile, if you really need it.
Only you can decide if it is worth while.
I assume you mean to check the item type that the attacker is using against the creature.
Question: How are you implimenting this on hit system for Players?
There isnt actually an onHit event for players, unless you use Armor onHit effects etc.
I would imagine the end result script would be a case of
if GetBaseItemType(oItem) == BASE_ITEM_TRIDENT (as an example
return TRUE;
Then, in the calling parent function, you say
If CanBypassDamageShield(oItem) return; // to exit before applying damage etc
Like I said - its all worthwhile, if you really need it.





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