Author Topic: Custom EffectDamageShield thought and feedback  (Read 471 times)

Legacy_ShadowM

  • Hero Member
  • *****
  • Posts: 1373
  • Karma: +0/-0
Custom EffectDamageShield thought and feedback
« on: March 12, 2012, 11:04:00 pm »


               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?
               
               

               
            

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
Custom EffectDamageShield thought and feedback
« Reply #1 on: March 13, 2012, 01:09:15 pm »


               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.