whitevo
Feeling good, thats what I do.
So I realized my area damages can be dodged by walking trough them.
And that is not good.
I believe I'm not the only one using area damage which moves towards to end instead of just blowing up entire area at the same time.
So here is my typical mage spell (!death)
The problem here is that, its possible to dodge the damage by walking towards the source.
Its slim chance but if your characters was able to switch the tile within that 200 milliseconds, you wont be dealt damage.
Solution.
Right now the solution I'm preparing to make is, each time the wave goes 1 step further it will also deal damage to previous positions where the wave came from, but simply doesn't show up visually(unless someone got hit)
Problems with the above solution:
Now problem with that is, I need manually define which areas it should take, because sometimes the waves are not that typical and have different sizes(some specific positions from a spell do not need to have a check where it came from) or change direction.
The idea is that, players should be able to teleport/jump over the spellwaves comings towards them. I just want to make it so they cant walk trough them.
Also now Its possible that player takes same damage twice within that 200 milliseconds when he walks along the wave.
For this I need to give all spells unique ID (they have it already anyway), but now I need to send it to damageSystem (trough origin prolly). This also will take quite some time, until ALL the damages have its own uniqueID.
So I'm asking if anyone has alternative solution for this problem or the solution I came up with is the best option?
And that is not good.
I believe I'm not the only one using area damage which moves towards to end instead of just blowing up entire area at the same time.
Code:
for i, posT in pairs(area) do
for _, pos in pairs(posT) do
local min = math.floor(min*(1+0.1*i))
local max = math.floor(max*(1+0.1*i))
addEvent(dealDamagePos, 200*i, cid, pos, 18, DEATH, min, max, 18, nil, nil, O_player_spells)
end
end
The problem here is that, its possible to dodge the damage by walking towards the source.
Its slim chance but if your characters was able to switch the tile within that 200 milliseconds, you wont be dealt damage.
Solution.
Right now the solution I'm preparing to make is, each time the wave goes 1 step further it will also deal damage to previous positions where the wave came from, but simply doesn't show up visually(unless someone got hit)
Problems with the above solution:
Now problem with that is, I need manually define which areas it should take, because sometimes the waves are not that typical and have different sizes(some specific positions from a spell do not need to have a check where it came from) or change direction.
The idea is that, players should be able to teleport/jump over the spellwaves comings towards them. I just want to make it so they cant walk trough them.
Also now Its possible that player takes same damage twice within that 200 milliseconds when he walks along the wave.
For this I need to give all spells unique ID (they have it already anyway), but now I need to send it to damageSystem (trough origin prolly). This also will take quite some time, until ALL the damages have its own uniqueID.
So I'm asking if anyone has alternative solution for this problem or the solution I came up with is the best option?