Originally Posted by Baardvark

Code
	OnDamage(__Me,_DMG,_Char,_) 



Here's the problem. OnDamage probably isn't firing off.

OnDamage() has four optional parameters: Damage type, % damage taken (float), a character source, or an item source.

So OnDamage(Fire, _DMG, _Char, _Item) should trigger from a character that dealt fire damage to you and then save the Character to _Char, the item (if any) to _Item, and how much damage in percentage it did to you in relation to your total vitality in _DMG.

Given that they're optional parameters, they can be bypassed with just _, do OnDamage(_,_,_,_) fires off any time any damage is done.

So if you changed OnDamage(__Me,_DMG,_Char,_) to OnDamage(_,_DMG,_Char,_) it should fire off correctly.

__Me in OnDamage() is already happening automatically since it's a trigger in the sense of "Did I take damage? Yes? Then do these actions."

Also, as an aside:
Code
	IF "!c1"
		IsEqual(_DMG, 0)

If _DMG does not equal to 0 basically just checks if it was a miss/block/evade or not as those return 0 damage. I'm not actually sure if this will trigger off a heal/negative damage.

Far as hooking in goes, yeah that's where the the includes/using to add new scripts would go.

Last edited by Aria Boop; 08/12/15 12:16 AM.