Madman wrote:
Oh look, replying to old posts.
I think it's a good idea, though I haven't checked to see if it's more complicated in the core (might have to pass the damage back up a chain of functions some of which might already be returning something else... haven't looked). But it seems like you could work around it, and yes this is ugly, but just by checking the target's hp before and after the ApplyDamage?
We did something like that, but the amount is still wrong when the target has lower health than the damage applied (in other words, he will die by the damage)
I can't really check what the real damage was, causing players to think that the last hit was dealing more damage than expected