ArgosBigbayev
Member
Is there a script or command that will not allow the enemy to lose health from a dot attack?
void main()
{// Anti DOT script
void self = getlocalvar("self"); //Get calling entity.
int Type = getlocalvar("attacktype");
if(Type == openborconstant("ATK_NORMAL2") || Type == openborconstant("ATK_NORMAL8")){
changeentityproperty(self, "dot", 1, "force", 0);
}
}
Thank you.Yes, I've coded damagescript for our Rise of Warduke game.
detox.c :
C:void main() {// Anti DOT script void self = getlocalvar("self"); //Get calling entity. int Type = getlocalvar("attacktype"); if(Type == openborconstant("ATK_NORMAL2") || Type == openborconstant("ATK_NORMAL8")){ changeentityproperty(self, "dot", 1, "force", 0); } }
We're using attack2 and attack8 type for poison there BTW.
To use this script, copy and save it into data/scripts folder and declare it in entity's header text with:
takedamagescript data/scripts/detox.c
Keep in mind that this script won't work anymore on the newer builds, as it was changed how you handle DOT with script and the code (script-wise) isn't backward compatible anymore.To use this script, copy and save it into data/scripts folder and declare it in entity's header text with:
Damage Over Time, one of the most cleaver OpenBOR stuffWhat is dot attack?
It’s like in rpgs when the damage lasts more than one turnWhat is dot attack?
Ok. no problem.Keep in mind that this script won't work anymore on the newer builds, as it was changed how you handle DOT with script and the code (script-wise) isn't backward compatible anymore.
Really? so how do we handle DOT now?as it was changed how you handle DOT with script and the code (script-wise)
I remember @DCurrent were going to explain to me how, as thanks to that change now the engine closes if you try to handle that way.Really? so how do we handle DOT now?