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 Post subject: ApplyDamage returning real damage done?
PostPosted: Sat Jun 16, 2007 1:04 am 
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Joined: Tue Feb 07, 2006 10:36 am
Posts: 52
Location: Rome, Italy
In order to handling damage displayed in game, it's necessary to include this feature in this function.

What do you think about?

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PostPosted: Sun Apr 06, 2008 8:21 pm 
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Joined: Sun Feb 05, 2006 7:20 pm
Posts: 45
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?


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 Post subject:
PostPosted: Fri Jul 25, 2008 2:29 pm 
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Joined: Tue Feb 07, 2006 10:40 am
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Location: Palermo, Italy
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

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