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check victim health


  
 
 
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LearninG
Senior Member
Join Date: Apr 2019
Location: Iran
Old 10-21-2019 , 23:33   Re: check victim health
Reply With Quote #3

ok , let's say gondar ( a hero ) has 1800 hp on new round. i want to check if it's health becomes lower than 900 , then i will add some effects and if it becomes lower than 600 i will disable that effects and will add new effects.
basically this is how i'm checking :
Code:
(if ((g_gondar_health / 2) >= current_health)
and at the same
Code:
(if ((g_gondar_health / 3) >= current_health)

so both sentence becomes true when gondar health reaches 599 and effects will be activated. problem is both sentence will be excuted while the health is under (main health /3 ). and 1 of them is unnnessesary.
Code:
check_health(index) {     new current_health     current_health = get_user_health(index)     if ((g_gondar_health / 2) >= current_health)     {         set_user_maxspeed(index , 450.0)         set_user_rendering(index, kRenderFxGlowShell, 0, 0, 0, kRenderTransAlpha,155)         message_begin(MSG_ALL,iconstatus,{0,0,0},index)         write_byte(1) // status (0=hide, 1=show, 2=flash)         write_string("dmg_poison") // sprite name         write_byte(255) // red         write_byte(255) // green         write_byte(0) // blue         message_end()     }     if((g_gondar_health / 3) >= current_health)     {         set_user_maxspeed(index , 800.0)         set_user_rendering(index, kRenderFxGlowShell, 0, 0, 0, kRenderTransAlpha,55)         message_begin(MSG_ALL,iconstatus,{0,0,0},index)         write_byte(1) // status (0=hide, 1=show, 2=flash)         write_string("dmg_poison") // sprite name         write_byte(255) // red         write_byte(0) // green         write_byte(0) // blue         message_end()     } }
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